6-3-5 Brainwriting (or 635 Method, Method 635) is a group-structured brainstorming technique [1] aimed at aiding innovation processes by stimulating creativity developed by Bernd Rohrbach who originally published it in a German sales magazine, the Absatzwirtschaft, in 1968. [2]
In brief, it consists of 6 participants supervised by a moderator who are required to write down 3 ideas on a specific worksheet within 5 minutes; this is also the etymology of the methodology's name. The outcome after 6 rounds, during which participants swap their worksheets passing them on to the team member sitting at their right, is 108 ideas generated in 30 minutes. The technique is applied in various sectors but mainly in business, marketing, design, and writing, as well as everyday real life situations. [1]
6-3-5 Brainwriting is a particular form of brainstorming through the medium of graphics; [3] in particular, it is classified under the intuitive and progressive methodologies as it involves driving inspiration from other members in a cyclical way. [4] The grounding of such technique is the belief that the success of an idea generation process is determined by the degree of contribution and integration to each other's suggestions, and specifically it is meant to overcome the possible creativity barriers brought up by issues such as interpersonal conflicts, different cultural backgrounds [5] and reasons of intellectual properties. [2]
One of the main advantages of using 6-3-5 brainwriting is that it is a very straightforward method, and therefore is easy and quick to learn. In addition to this, no particular training for the supervisor is required. [9]
Secondly, it valorises the possible different backgrounds of participants, since it encourages sharing and exchanging knowledge. In contrast to traditional brainstorming, it assures active participation from all members, and at the same time avoids issues of domination over introverts, who are also likely to feel more free about expressing their own ideas instead of potentially having their potential inhibited by those who shout louder. [6]
All ideas are recorded on the worksheet; this means that nobody has to be in charge of taking notes throughout the session, and it adds a motivational factor, since it is possible to keep track of the author of a particular idea. [8]
Overall, this leads to a gain of efficiency that might imply an economic benefit, since by hiring 6 members 108 possible content ideas are generated. [8]
Expressing ideas in a written form may lead to issues in clarity, due to participants having trouble summarising their ideas or reading their colleagues' handwriting or graphical representations. [9]
The system's constraints might require additional time for some people to become familiar with the methodology. [8]
There is a risk of clash of similar ideas, since there is no immediate group discussion, which constitutes a loss of possible innovation. [12]
Creative problem-solving (CPS) is the mental process of searching for an original and previously unknown solution to a problem. To qualify, the solution must be novel and reached independently. The creative problem-solving process was originally developed by Alex Osborn and Sid Parnes. Creative problem solving (CPS) is a way of using creativity to develop new ideas and solutions to problems. The process is based on separating divergent and convergent thinking styles, so that one can focus their mind on creating at the first stage, and then evaluating at the second stage.
Brainstorming is a creativity technique in which a group of people interact to suggest ideas spontaneously in response to a prompt. Stress is typically placed on the volume and variety of ideas, including ideas that may seem outlandish or "off-the-wall". Ideas are noted down during the activity, but not assessed or critiqued until later. The absence of criticism and assessment is intended to avoid inhibiting participants in their idea production. The term was popularized by advertising executive Alex Faickney Osborn in the classic work Applied Imagination (1953).
Scenario planning, scenario thinking, scenario analysis, scenario prediction and the scenario method all describe a strategic planning method that some organizations use to make flexible long-term plans. It is in large part an adaptation and generalization of classic methods used by military intelligence.
In its most common sense, methodology is the study of research methods. However, the term can also refer to the methods themselves or to the philosophical discussion of associated background assumptions. A method is a structured procedure for bringing about a certain goal, like acquiring knowledge or verifying knowledge claims. This normally involves various steps, like choosing a sample, collecting data from this sample, and interpreting the data. The study of methods concerns a detailed description and analysis of these processes. It includes evaluative aspects by comparing different methods. This way, it is assessed what advantages and disadvantages they have and for what research goals they may be used. These descriptions and evaluations depend on philosophical background assumptions. Examples are how to conceptualize the studied phenomena and what constitutes evidence for or against them. When understood in the widest sense, methodology also includes the discussion of these more abstract issues.
Ideation is the creative process of generating, developing, and communicating new ideas, where an idea is understood as a basic unit of thought that can be either visual, concrete, or abstract. Ideation comprises all stages of a thought cycle, from innovation, to development, to actualization. Ideation can be conducted by individuals, organizations, or crowds. As such, it is an essential part of the design process, both in education and practice.
Creativity techniques are methods that encourage creative actions, whether in the arts or sciences. They focus on a variety of aspects of creativity, including techniques for idea generation and divergent thinking, methods of re-framing problems, changes in the affective environment and so on. They can be used as part of problem solving, artistic expression, or therapy.
An electronic meeting system (EMS) is a type of computer software that facilitates creative problem solving and decision-making of groups within or across organizations. The term was coined by Alan R. Dennis et al. in 1988. The term is synonymous with group support systems (GSS) and essentially synonymous with group decision support systems (GDSS). Electronic meeting systems form a class of applications for computer supported cooperative work.
Synectics is a problem solving methodology that stimulates thought processes of which the subject may be unaware. This method was developed by George M. Prince (1918–2009) and William J.J. Gordon, originating in the Arthur D. Little Invention Design Unit in the 1950s.
Product design is the process of creating new products for businesses to sell to their customers. It involves the generation and development of ideas through a systematic process that leads to the creation of innovative products. Thus, it is a major aspect of new product development.
Group concept mapping is a structured methodology for organizing the ideas of a group on any topic of interest and representing those ideas visually in a series of interrelated maps. It is a type of integrative mixed method, combining qualitative and quantitative approaches to data collection and analysis. Group concept mapping allows for a collaborative group process with groups of any size, including a broad and diverse array of participants. Since its development in the late 1980s by William M.K. Trochim at Cornell University, it has been applied to various fields and contexts, including community and public health, social work, health care, human services, and biomedical research and evaluation.
Futures techniques used in the multi-disciplinary field of futurology by futurists in Americas and Australasia, and futurology by futurologists in EU, include a diverse range of forecasting methods, including anticipatory thinking, backcasting, simulation, and visioning. Some of the anticipatory methods include, the delphi method, causal layered analysis, environmental scanning, morphological analysis, and scenario planning.
Empathic design is a user-centered design approach that pays attention to the user's feelings toward a product. The empathic design process is sometimes mistakenly referred to as empathetic design.
Design thinking refers to the set of cognitive, strategic and practical procedures used by designers in the process of designing, and to the body of knowledge that has been developed about how people reason when engaging with design problems.
Bodystorming is a technique sometimes used in interaction design or as a creativity technique. It has also been cited as catalyzing scientific research when used as a modeling tool.
Joint application design is a term originally used to describe a software development process pioneered and deployed during the mid-1970s by the New York Telephone Company's Systems Development Center under the direction of Dan Gielan. Following a series of implementations of this methodology, Gielan lectured extensively in various forums on the methodology and its practices. Arnie Lind, then a Senior Systems Engineer at IBM Canada in Regina, Saskatchewan created and named joint application design in 1974. Existing methods, however, entailed application developers spending months learning the specifics of a particular department or job function, and then developing an application for the function or department. In addition to development backlog delays, this process resulted in applications taking years to develop, and often not being fully accepted by the application users.
Six Thinking Hats was written by Dr. Edward de Bono. "Six Thinking Hats" and the associated idea parallel thinking provide a means for groups to plan thinking processes in a detailed and cohesive way, and in doing so to think together more effectively.
The futures wheel is a method for graphical visualisation of direct and indirect future consequences of a particular change or development. It was invented by Jerome C. Glenn in 1971, when he was a student at the Antioch Graduate School of Education.
The Futures Wheel is a way of organizing thinking and questioning about the future – a kind of structured brainstorming.
The nominal group technique (NGT) is a group process involving problem identification, solution generation, and decision-making. It can be used in groups of many sizes, who want to make their decision quickly, as by a vote, but want everyone's opinions taken into account. The method of tallying is difference. First, every member of the group gives their view of the solution, with a short explanation. Then, duplicate solutions are eliminated from the list of all solutions, and the members proceed to rank the solutions, 1st, 2nd, 3rd, 4th, and so on.
Human-centered design is an approach to problem-solving commonly used in process, product, service and system design, management, and engineering frameworks that develops solutions to problems by involving the human perspective in all steps of the problem-solving process. Human involvement typically takes place in initially observing the problem within context, brainstorming, conceptualizing, developing concepts and implementing the solution.
Human-centered design is an approach to interactive systems development that aims to make systems usable and useful by focusing on the users, their needs and requirements, and by applying human factors/ergonomics, and usability knowledge and techniques. This approach enhances effectiveness and efficiency, improves human well-being, user satisfaction, accessibility and sustainability; and counteracts possible adverse effects of use on human health, safety and performance.
In computer supported brainstorming, team members contribute their ideas through electronic means either synchronously or asynchronously. The brainstorming software selected by the team mediates the individual interactions and helps to organize and shape the products of the brainstorming session. Computer supported brainstorming can be implemented using a wide variety of electronic technologies.