14 KiB
14 KiB
| 1 | category | technique_name | description | detail |
|---|---|---|---|---|
| 2 | collaborative | Yes And Building | Never negate; each person opens with "Yes, and..." and adds to the last idea, stacking a chain of accepted additions | |
| 3 | collaborative | Brain Writing Round Robin | Everyone writes ideas silently, then passes their sheet; you build on whatever lands in front of you, round after round | |
| 4 | collaborative | Random Stimulation | Pull a random word or image and force a link to the problem: "how does THIS spark a solution?" | |
| 5 | collaborative | Role Playing | Each person speaks as a different stakeholder, voicing what that role wants, fears, and would demand of the idea | |
| 6 | collaborative | Ideation Relay Race | 30-second turns, no pausing: add one idea, slap it to the next person, keep the baton moving before anyone overthinks | |
| 7 | collaborative | Idea Hot Potato | One idea gets tossed around the circle; each catcher must mutate it in 10 seconds before passing, no repeats allowed | |
| 8 | collaborative | Steal And Upgrade | Pick a neighbor's idea you envy, claim it out loud, then make it visibly better before handing it back improved | |
| 9 | collaborative | Fold The Paper | Each person adds one line to a hidden drawing or sentence, sees only the previous fragment, then unfold the surreal whole | |
| 10 | creative | What If Scenarios | Detonate one constraint at a time — unlimited budget, opposite is true, problem vanished — and chase what rushes in | |
| 11 | creative | Analogical Thinking | Ask 'this is like what?' and steal the solution pattern from the domain that answers | |
| 12 | creative | First Principles Thinking | Strip every assumption to bedrock facts, then rebuild the solution from scratch on truth alone | |
| 13 | creative | Forced Relationships | Grab two unrelated things at random and force a bridge between them until an idea falls out | |
| 14 | creative | Time Shifting | Solve the problem as a 1900s artisan, then a 2150 colonist — harvest the era-bound constraints and tricks | |
| 15 | creative | Metaphor Mapping | Declare the problem IS a chosen metaphor, extend the metaphor fully, map each part back to find insights | |
| 16 | creative | Cross-Pollination | Ask how a wildly different industry — casinos, ERs, beekeeping — would crack this, then adapt their move | |
| 17 | creative | Concept Blending | Fuse two concepts into one new hybrid category and name what the merger becomes, not just combines | |
| 18 | creative | Reverse Brainstorming | Generate problems instead of solutions — 'how could we make this fail?' — then mine each for its inverse | |
| 19 | creative | Sensory Exploration | Interrogate the idea through each sense — its taste, smell, sound, texture — to surface non-analytical angles | |
| 20 | deep | Five Whys | Ask "why?" five times in a chain, each answer feeding the next, until you hit the root cause beneath the symptom | |
| 21 | deep | Provocation Technique | State something deliberately absurd, then mine it: "how could this be useful?" Extract the usable principle hiding inside | |
| 22 | deep | Assumption Reversal | List every assumption baked into the problem, flip each to its opposite, then rebuild a solution on the inverted foundation | |
| 23 | deep | Question Storming | Generate only questions about the problem, zero answers allowed, until the real problem worth solving comes into focus | |
| 24 | deep | Constraint Mapping | Map every constraint, sort real from imagined, then attack each: dissolve it, route around it, or turn it into an asset | |
| 25 | deep | Failure Analysis | Dissect a relevant failure: what broke, why it broke, what lesson it leaves, and how to apply that wisdom here | |
| 26 | deep | Emergent Thinking | Stop forcing a solution; watch what patterns the system keeps producing and name what's trying to emerge on its own | |
| 27 | deep | Causal Loop Mapping | Diagram the feedback loops linking causes and effects, find the reinforcing and balancing cycles, and target the leverage point | |
| 28 | deep | Morphological Analysis | List the problem's independent parameters, generate options for each, then combine across them to surface untried configurations | |
| 29 | deep | Laddering | Ask 'and what would that give you?' up the chain until you reach the real underlying need, then ideate fresh at that level | |
| 30 | introspective_delight | Inner Child Conference | Answer as your 7-year-old self: ask naive 'why why why' questions, chase wonder, ban every boring adult thought | |
| 31 | introspective_delight | Shadow Work Mining | Name what you're avoiding, resisting, or scared of about this — then dig there for the buried insight | |
| 32 | introspective_delight | Values Archaeology | Keep asking 'why do I care?' until you hit bedrock: the non-negotiable value secretly steering the choice | |
| 33 | introspective_delight | Future Self Interview | Interview your wise 80-year-old self about this problem and write down the advice they give you | |
| 34 | introspective_delight | Body Wisdom Dialogue | Scan for the tension, flutter, or gut pull each option triggers; let the body's yes/no drive the ideas | |
| 35 | introspective_delight | Permission Giving | Write yourself an explicit permission slip to think the forbidden, impossible thought — then think it out loud | |
| 36 | introspective_delight | Secret Wish Confession | Whisper the embarrassing thing you secretly want here but won't admit, then build the idea honoring it | |
| 37 | introspective_delight | Mood Weather Report | Name the inner weather right now (fog, storm, sun) and let that exact emotional climate generate the ideas | |
| 38 | structured | SCAMPER Method | Run your idea through seven lenses: Substitute, Combine, Adapt, Modify, Put-to-other-use, Eliminate, Reverse | |
| 39 | structured | Six Thinking Hats | Examine the problem six ways one at a time: facts, feelings, benefits, risks, new ideas, process | techniques/six-thinking-hats.md |
| 40 | structured | Decision Tree Mapping | Chart every choice point and the paths it forks into, following each branch to its outcome and risk | |
| 41 | structured | Solution Matrix | Grid problem variables against solution approaches, score every cell, hunt the best pairings and empty gaps | |
| 42 | structured | Trait Transfer | Name what makes an unrelated success work, then graft those winning traits onto your own problem | |
| 43 | structured | Lotus Blossom | Put the theme at the center of a 3x3 grid, fill the 8 cells around it, then promote each of those to the center of its own new 3x3 | |
| 44 | structured | Worst Possible Idea | Deliberately generate the most terrible solutions you can, then flip each into what it teaches you to do right | |
| 45 | structured | Disney Method | Cycle the idea through three rooms: Dreamer (anything goes), Realist (how we'd build it), Critic (what breaks) | |
| 46 | structured | Starbursting | Interrogate the idea with only questions — who, what, where, when, why, how — exhaust each before answering any | |
| 47 | structured | Mind Mapping | Branch the central topic outward, each node spawning children; follow tangents wherever they pull and let the web sprawl | |
| 48 | structured | Crazy 8s | Eight ideas in eight minutes, one per box, no editing — speed outruns your inner critic | |
| 49 | theatrical | Time Travel Talk Show | Host a talk show interviewing your past, present, and future selves to mine each era for advice on the problem | |
| 50 | theatrical | Alien Anthropologist | Become a baffled alien studying the problem and narrate aloud what seems strange, arbitrary, or insane about it | |
| 51 | theatrical | Dream Fusion Laboratory | Voice the impossible fantasy solution first, then reverse-engineer the bridging steps back to reality | |
| 52 | theatrical | Emotion Orchestra | Run a separate ideation round led by each emotion (rage, joy, fear, hope), then harmonize their conflicting ideas | |
| 53 | theatrical | Parallel Universe Cafe | Rewrite one fundamental rule of reality (physics, economics, social norms) and solve the problem under those laws | |
| 54 | theatrical | Persona Journey | Embody an archetype and solve the problem in-character, naming what that persona sees that you normally miss | |
| 55 | theatrical | Devil's Advocate Courtroom | Stage a trial: prosecute the idea, defend it, then deliver the jury verdict, each role argued fully in character | |
| 56 | wild | Chaos Engineering | Deliberately break your idea every way it could fail, then rebuild only the parts that survive the wreckage | |
| 57 | wild | Guerrilla Gardening Ideas | Plant your solution in the least expected place and let it grow underground until it surprises everyone | |
| 58 | wild | Pirate Code Brainstorm | Steal the best bits from anywhere, remix without asking permission, grab what works and run | |
| 59 | wild | Zombie Apocalypse Planning | Society just collapsed — strip your idea to only what survives with no power, no rules, no backup | |
| 60 | wild | Drunk History Retelling | Explain it like you're three drinks in: no filter, no jargon, just the raw stupid-simple truth | |
| 61 | wild | Anti-Solution | Brainstorm how to make the problem spectacularly worse, then invert every sabotage into a fix | |
| 62 | wild | Elemental Forces | Let fire, water, earth, and air each sculpt your idea their own brutal way and see what survives | |
| 63 | biomimetic | Nature's Solutions | Name an organism that already solved your problem, then copy its mechanism into your design | |
| 64 | biomimetic | Ecosystem Thinking | Map your problem as an ecosystem: who eats whom, who partners, what decays, what fills the gaps | |
| 65 | biomimetic | Evolutionary Pressure | Spawn many ugly variants, apply a brutal selection rule, breed the survivors, repeat until it adapts | |
| 66 | biomimetic | Predator & Prey | Pick a threat to your idea, then design the defense, camouflage, or escape an animal would evolve against it | |
| 67 | biomimetic | Metamorphosis Stages | Force your idea through egg, larva, pupa, adult: a radically different form and purpose at each life stage | |
| 68 | biomimetic | Swarm Logic | Forbid the master plan: solve it with dumb local rules each agent follows so order emerges from the bottom up | |
| 69 | quantum | Observer Effect | Ask how the act of watching, measuring, or shipping this idea changes the very thing you're trying to capture | |
| 70 | quantum | Entanglement Thinking | Pair two distant parts of the problem and insist a change in one instantly flips the other — surface the hidden linkage | |
| 71 | quantum | Superposition Collapse | Hold all rival solutions alive at once, then name the one constraint that collapses them to a single winner | |
| 72 | quantum | Relativity Frame Shift | Re-run the idea from a wildly different observer's reference frame — the slow user, the rival, future-you — and see what warps | |
| 73 | quantum | Field Lines | Treat the goal as a charge and map the invisible forces pulling every stakeholder toward or away from it | |
| 74 | quantum | Quantum Tunneling | Assume the idea can pass straight through the 'impossible' barrier instead of over it — what's on the other side, reached cheaply | |
| 75 | cultural | Indigenous Wisdom | Ask how an indigenous or traditional knowledge system would approach this — name the culture, channel its ancestral problem-solving | |
| 76 | cultural | Fusion Cuisine | Pick two unrelated cultures and force-blend their approaches; harvest the hybrid that neither alone would invent | |
| 77 | cultural | Ritual Innovation | Redesign the idea as a ceremony — define the threshold, the gestures, the transformation participants undergo | |
| 78 | cultural | Mythic Frameworks | Map the problem onto a myth: name the archetypes, find the parallel tale, let its structure dictate the resolution | |
| 79 | cultural | Proverb Mining | Collect proverbs from many cultures on this theme, then build the solution from the one that clashes hardest with your assumptions | |
| 80 | cultural | Ancestor Council | Convene three ancestors or elders from different traditions, voice each one's verdict on your idea, reconcile their disagreement | |
| 81 | cultural | Trickster's Gambit | Channel the trickster figure — coyote, Anansi, Loki — and solve it by cheating, inverting, or breaking the sacred rule | |
| 82 | absurdist | Villain's Monologue | Pitch your problem as an evil mastermind gloating about their scheme; the diabolical plan reveals the real solution | |
| 83 | absurdist | Explain It to a Golden Retriever | Re-pitch the idea to an excitable dog who only cares about treats, balls, and naps; keep only what survives | |
| 84 | absurdist | Infomercial at 3AM | Sell your half-baked idea as a desperate late-night infomercial: 'But wait, there's more!' until features fall out | |
| 85 | absurdist | Drunk Uncle at Thanksgiving | Have your loudest, least-filtered relative rant about the problem; mine the unhinged hot takes for buried truth | |
| 86 | absurdist | Cursed Genie | Make a wish, then let a malicious genie grant it in the most technically-correct disastrous way; patch each loophole | |
| 87 | absurdist | Three Rounds of Stupid | Round 1 absurd ideas, Round 2 make each MORE absurd, Round 3 find the smallest serious thing hiding in the silliest | |
| 88 | constraint | Kill the Crown Jewel | Delete the single best, most beloved feature — now redesign the whole thing to win without it | |
| 89 | constraint | 1000x Budget | Pretend money, time, and people are infinite — design the absurd version, then mine it for ideas you can actually steal | |
| 90 | constraint | Ship in 60 Minutes | You launch in one hour with what's already on hand — name what you cut, fake, or borrow to make it real | |
| 91 | constraint | The $0 Mandate | Achieve the goal spending literally nothing — no tools, hires, or ads; only people, favors, and what you own | |
| 92 | constraint | One Feature Only | You may keep exactly ONE capability and nothing else — pick it, then make that single thing unbelievably good | |
| 93 | constraint | Crank the Dial to 11 | Pick one dimension and exaggerate it to a ludicrous extreme — fastest, biggest, cheapest, weirdest — and see what breaks open | |
| 94 | constraint | Constraint Roulette | Each round draw a brutal random limit (no screens, half the team, one day) and re-solve under it; survivors become real ideas | |
| 95 | speculative_future | Time Horizon Ladder | Solve the idea for 1 year out, then 10, then 100 — note what survives, breaks, or becomes absurd at each rung | |
| 96 | speculative_future | Post-Scarcity Test | Assume the core constraint (money, energy, time, attention) is now infinite and free — what does the idea become | |
| 97 | speculative_future | Utopia vs Dystopia Split-Screen | Write the same future twice: the brochure where it went perfectly and the headline where it went horribly | |
| 98 | speculative_future | Sci-Fi Artifact From the Future | Describe one physical object, ad, or news clip from the world where this idea already won — reverse-engineer it | |
| 99 | speculative_future | Emerging Tech Collision | Force-marry your idea to a frontier tech (AGI, fusion, neural implants, gene edit) and ask what new thing is born | |
| 100 | speculative_future | What-If-The-World-Changed Card Flip | Draw a wild world-shift (no privacy, half population, 200-yr lifespans) and redesign the idea to fit that world | |
| 101 | speculative_future | Future Anthropologist Dig | A scholar in 2200 unearths your idea as a relic — what do they conclude it reveals about us, and what replaced it |