Tuesday 19 October 2021

Idea Generation techniques you can use to get better

 Good ideas can spark growth, development and improvements when implemented properly. Therefore idea generation is considered a separate field where innovation can develop consistently.

Some good idea generation techniques are listed below which you can use. 

1.SCAMPER

SCAMPER supports in coming up with ideas for modifying an existing product or creating a new one. SCAMPER is an acronym that stands for a prompt for creative thoughts, with each letter representing an action verb.



2. BRAIN STORMING

The goal of this technique is to generate a large number of solutions for a certain problem (concept) by a group, with the number of ideas being the most important factor. There is no evaluation of ideas throughout the brainstorming process. As a result, people can openly express their opinions without fear of being judged. Even unusual or bizarre ideas are welcomed with open arms. 

Actually , the more insane the concept, the better. Crazier concepts can actually help break the silos in our thinking and get in out of box solutions by combining various facets of the many ideas generated.

When this activity is done on a wide scale including other stake holders also, the techniques are called collaboration, socializing, wishing, day dreaming, reverse thinking, accidental genius, etc.,

3. MIND MAPPING

Mind mapping is a graphical method for visualizing relationships between disparate bits of data or thoughts. Each fact or thought is written down and then connected to its minor or major (prior or following) fact or idea using curves or lines, forming a web of relationships. Tony Buzan, a British researcher, invented the "mind mapping" technique, which he discusses in his book "Use Your Head" (1972). Brainstorming, project planning, issue solving, and note taking all benefit from mind mapping. The goal of brain mapping, like other mapping approaches, is to attract attention and gather and frame information in order to facilitate the sharing of concepts and ideas.

Attribute listing, morphological analysis, brain writing, etc., are  very similar to mind mapping, but seen as separate techniques.

4. STORY BOARDING

Storyboarding is the process of creating a visual story to show or explore anything. Storyboards can assist creative persons in presenting knowledge gleaned from their study. Pictures, user quotations, and other relevant material are pasted on a cork board (or similar surface) to represent a scenario and aid in understanding the relationships between distinct ideas.

5. ROLE PLAYING

Although designing a role-play is difficult, it can be a useful way for determining user requirements, expectations, competencies, acceptance, and instilling a sense of ownership in users when developing a product or service. This is a user-centered approach since users can feel more involved in the design process.

A scenario can be broken down into smaller manageable scenarios or carried out as a single longer scenario, however role-playing is demanding and is normally limited to an hour. Participants and observers must change over a longer period of time in order to prevent biases from sneaking into the research data. Some scenarios can be acted out with props or prototypes to give the participants a more realistic experience. In some circumstances, users can role-play a hypothetical service experience, presuming that the service actually exists, and then creating a prospective trip through some of its features.

6. SYNECTICS

Synectics is a technique for generating creative ideas and solving problems that stirs up thought processes that the subject may be unaware of. It's a method of approaching problem-solving and creativity with logic.

Synectics research is based on three basic assumptions.

The creative process can be described and taught.

The processes of invention in the sciences and the arts are similar and are sparked by the same "psychic" processes.

Individual and group creativity are similar.

7. VISUAL AIDS

While his mind subconsciously continues to work on the notion, the participant takes a break from the topic at hand and concentrates on something completely different. This progresses to a period of illumination, in which the participant receives a variety of solutions and quickly writes them down, resulting in the formation of new parallel lines of thinking.

While his mind subconsciously continues to work on the notion, the participant takes a break from the topic at hand and concentrates on something completely different. This progresses to a period of illumination, in which the participant receives a variety of solutions and quickly writes them down, resulting in the formation of new parallel lines of thinking.

8. QUESTIONING ASSUMPTIONS

In most sectors, there is an orthodoxy — a set of unstated but deeply held beliefs that everyone adheres to in order to get things done. Unfortunately, they are unaware that by challenging assumptions at each stage of service or product creation, they can really allow the emergence of new possibilities and ideas.

The participants should begin by deciding on the creative challenge's framework. They should then generate 20 to 30 hypotheses (irrespective of whether they are true or false). The next stage is to choose a few assumptions from among the many that have been developed and use them as idea triggers and thought openers to generate new ideas.

9. FORCED RELATIONSHIPS

To come up with a new idea, a simple procedure involving the combining of completely unrelated thoughts is used. Despite the fact that the answer isn't entirely unique, it typically yields a variety of helpful combinations. Many of the products we see today are the result of coercion (such as a digital watch that also has a calculator, musical birthday cards and Swiss army knife). Although most of these concepts are not groundbreaking, they are nevertheless beneficial items with a potential market in society. He relates the structure of a matchbox to several characteristics of a corporate organization structure.

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