Ideation (creative process)

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Ideation is the creative process of generating, developing, and communicating new ideas, where an idea is understood as a basic element of thought that can be either visual, concrete, or abstract. [1] Ideation comprises all stages of a thought cycle, from innovation, to development, to actualization. [2] 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. [3] [4]

Contents

Criticism

The word "ideation" has come under informal criticism as being a term of meaningless jargon, [5] as well as being inappropriately similar to the psychiatric term for suicidal ideation. [6]

Methods and approaches

There are many methods and approaches for ideation. A list of common ideation techniques is as follows:

See also

Related Research Articles

<span class="mw-page-title-main">Mind map</span> Diagram to visually organize information

A mind map is a diagram used to visually organize information into a hierarchy, showing relationships among pieces of the whole. It is often created around a single concept, drawn as an image in the center of a blank page, to which associated representations of ideas such as images, words and parts of words are added. Major ideas are connected directly to the central concept, and other ideas branch out from those major ideas.

TRIZ is an approach that combines an organized and systematic method for problem solving with analysis and forecasting techniques derived from the study of patterns of invention in the global patent literature. The development and improvement of products and technologies in accordance with TRIZ are guided by the objective laws of technical systems evolution, forming the basis for TRIZ problem solving tools and methods. It was developed by Genrich Altshuller, a Soviet inventor, and science-fiction author, along with his colleagues, starting in 1946. In English the name is typically rendered as the theory of inventive problem solving, and occasionally goes by the English acronym TIPS.

<span class="mw-page-title-main">Lateral thinking</span> Manner of solving problems

Lateral thinking is a manner of solving problems using an indirect and creative approach via reasoning that is not immediately obvious. It involves ideas that may not be obtainable using only traditional step-by-step logic. The term was first used in 1967 by Maltese psychologist Edward de Bono in his book The Use of Lateral Thinking. De Bono cites the Judgment of Solomon as an example of lateral thinking, where King Solomon resolves a dispute over the parentage of a child by calling for the child to be cut in half, and making his judgment according to the reactions that this order receives. Edward de Bono also links lateral thinking with humour, arguing it entails a switch-over from a familiar pattern to a new, unexpected one. It is this moment of surprise, generating laughter and new insight, which facilitates the ability to see a different thought pattern which initially was not obvious. According to de Bono, lateral thinking deliberately distances itself from the standard perception of creativity as "vertical" logic, the classic method for problem solving.

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 one's mind on creating at the first stage, and then evaluating at the second stage.

<span class="mw-page-title-main">Brainstorming</span> Group creativity technique

Brainstorming is a group creativity technique by which efforts are made to find a conclusion for a specific problem by gathering a list of ideas spontaneously contributed by its members.

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.

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 and William J.J. Gordon, originating in the Arthur D. Little Invention Design Unit in the 1950s.

Product design as a verb is to create a new product to be sold by a business to its customers. A very broad coefficient and effective generation and development of ideas through a process that leads to new products. Thus, it is a major aspect of new product development.

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.

Five whys is an iterative interrogative technique used to explore the cause-and-effect relationships underlying a particular problem. The primary goal of the technique is to determine the root cause of a defect or problem by repeating the question "Why?" five times. The answer to the fifth why should reveal the root cause of the problem.

The engineering design process, also known as the engineering method, is a common series of steps that engineers use in creating functional products and processes. The process is highly iterative – parts of the process often need to be repeated many times before another can be entered – though the part(s) that get iterated and the number of such cycles in any given project may vary.

Eight Disciplines Methodology (8D) is a method or model developed at Ford Motor Company used to approach and to resolve problems, typically employed by quality engineers or other professionals. Focused on product and process improvement, its purpose is to identify, correct, and eliminate recurring problems. It establishes a permanent corrective action based on statistical analysis of the problem and on the origin of the problem by determining the root causes. Although it originally comprised eight stages, or 'disciplines', it was later augmented by an initial planning stage. 8D follows the logic of the PDCA cycle. The disciplines are:

<span class="mw-page-title-main">Outline of thought</span> Overview of and topical guide to thought

The following outline is provided as an overview of and topical guide to thought (thinking):

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 the 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.

6-3-5 Brainwriting is a group-structured brainstorming technique 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.

Systems-oriented design (S.O.D.) uses system thinking in order to capture the complexity of systems addressed in design practice. The main mission of S.O.D. is to build the designers' own interpretation and implementation of systems thinking. S.O.D. aims at enabling systems thinking to fully benefit from design thinking and practice, and design thinking and practice to fully benefit from systems thinking. S.O.D. addresses design for human activity systems, and can be applied to any kind of design problem ranging from product design and interaction design, through architecture to decision making processes and policy design.

Systematic Inventive Thinking (SIT) is a thinking method developed in Israel in the mid-1990s. Derived from Genrich Altshuller's TRIZ engineering discipline, SIT is a practical approach to creativity, innovation and problem solving, which has become a well known methodology for innovation. At the heart of SIT's method is one core idea adopted from Genrich Altshuller's TRIZ which is also known as Theory of Inventive Problem Solving (TIPS): that inventive solutions share common patterns. Focusing not on what makes inventive solutions different – but on what they share in common – is core to SIT's approach.

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.

<span class="mw-page-title-main">Harbarian process modeling</span>

Harbarian process modeling (HPM) is a method for obtaining internal process information from an organization and then documenting that information in a visually effective, simple manner.

Advanced Innovation Design Approach (AIDA) is a holistic approach for enhancing the innovative and competitive capabilities of industrial companies. The name Advanced Innovation Design Approach (AIDA) was proposed in the research project "Innovation Process 4.0" run at the University of Applied Sciences Offenburg, Germany in co-operation with 10 German industrial companies in 2015–2019. AIDA can be considered as a pioneering mindset, an individually adaptable range of strong innovation techniques such as comprehensive front-end innovation process, advanced innovation methods, best tools and methods of the theory of inventive problem solving TRIZ, organisational measures for accelerating innovation, IT-solutions for Computer-Aided Innovation, and other tools for new product development, elaborated in the recent decade in the industry and academia.

References

  1. Jonson, 2005, page 613
  2. Graham and Bachmann, 2004, p. 54
  3. "How Generative AI Can Augment Human Creativity". Harvard Business Review. 16 June 2023. ISSN   0017-8012 . Retrieved 20 June 2023.
  4. Broadbent, in Fowles, 1979, page 15
  5. Berkun, Scott (7 August 2008). "Why Jargon Feeds on Lazy Minds". Harvard Business Review . Retrieved 16 March 2016.
  6. Thomson, Stephanie (14 June 2015). "Annoying Tech Jargon to Remove From Your Vocabulary-The Muse". The Muse . Retrieved 16 March 2016.

Further reading