DESIGN THINKING
3 methods to organize productive brainstorming
Tips and tricks, checklists, and slide examples
What do you imagine when you hear âbrainstormingâ? Maybe a crowd of people outshouting each other, assaulting the whiteboard, and trying to win control over screen sharing? Fortunately, brainstorming has a bright side: civilized ideating together. At least, this is how it appears in the books on creativity. So, can we make it real?
Originally published in Smashing Magazine.
Common principles
All brainstorming techniques have much in common. Although âritualsâ vary, the essence is the same. Participants look at a subject from different sides and come up with ideas. They write their thoughts down and then either sort or prioritize them. But hereâs the thing. Without the rules of the game, brainstorming wonât work. It all boils down to the following principles.
- The more, the better. Brainstorming aims at quantity, which later turns into quality. The more ideas a team generates, the broader choice it gains. Itâs normal when two or more participants say the same thing. Itâs normal if some ideas are funny. A facilitatorâs task is to encourage people to share what is hidden in their minds.
- No criticism. The goal of brainstorming is to generate a pool of ideas. All ideas are welcome. A boss has no right to silence a subordinate. A data analyst shouldnât make fun of a backend engineerâs vision. A designer shouldnât challenge the usability of a teammateâs suggestion.
- Follow the plan. Only a goal-oriented and time-bound activity is productive, whereas uncontrolled bursts of creativity, as a rule, fail. Donât wait for a miracle to happen â organize it.
Here are the slides you can use as an intro to brainstorming.
Now when the principles are clear, you are to decide who will participate. Invite as many different experts as possible, including business owners, analysts, marketers, developers, salespeople, and users. All participants should be related to the subject or be interested in it. Otherwise, theyâll fantasize about a topic theyâve never dealt with.
Method 1. Six Thinking Hats
This method was invented in 1985 by Edward de Bono, a Maltese physician, psychologist, and consultant.
Overview
- Complexity: normal.
- Subject: a process, a service, a product, a feature, anything. For example, one of the topics in our session was the improvement of the designersâ office infrastructure.
- Duration: 1â1.5 hours.
- Facilitation: 1 facilitator for a group of 5â8 members. If there are more people, better divide them into smaller groups and involve assistants. We split our design crew of over 20 people into three groups working simultaneously on their topics.
Materials
- Slides with step-by-step instructions.
- A standalone timer or laptop with an online timer in the fullscreen mode.
- 6 colored paper hats or any recognizable hat symbols for each participant. The colors are blue, yellow, green, white, red, and black. For example, we used crowns instead of hats, and it was fun.
- Sticky notes of 6 colors: blue, yellow, green, white, red, and brown or any other dark tint for representing black. 1â2 packs of each color per team of 5â8 people would be enough.
- A whiteboard or a flipchart or a large sheet of paper on a table or wall.
- Black marker pens for each participant (markers should be whiteboard-safe if you choose this kind of surface).
Process
Start a brainstorming session with a five-minute intro. What will participants do? Why is it important? What will the outcome be? Whatâs next? Itâs time to explain the steps. In my case, we described the whole process beforehand to ensure people get the concept of âthinking hats.â
De Bonoâs âhatâ represents a particular way of perceiving reality. Different people are used to âwearingâ one favorite âhatâ most of the time, which limits creativity and breeds stereotypes. For example, risk analysts are used to finding weaknesses and threats. Thatâs why such a phenomenon as gut feeling usually doesnât ring them a bell.
Trying on âhatsâ is a metaphor that helps people start thinking differently with ease. Below is an example of the slides that explain what each âhatâ means. Our goal was to make people feel prepared, relaxed, and not afraid of the exercise complexity.
The blue âhatâ is an odd one out. It has an auxiliary role and embodies the process of brainstorming itself. It starts the session and finishes it. White, yellow, black, red, and green âhatsâ represent different interpretations of reality. For example, the red one symbolizes intuitive and emotional perception. When the black âhatâ is on, participants wake up their inner âproject managerâ and look at the subject through the lens of budgets, schedules, costs, and revenues.
There are various schemas of âhats,â depending on the goal. We wanted to try all the âhatsâ and chose a universal, all-purpose order:
- Blue â preparation.
- White â collecting available and missing data.
- Red â listening to emotions and unproven thoughts.
- Yellow â noticing what is good right now.
- Green â thinking about improvements and innovations.
- Black â analyzing risks and resources.
- Blue â summarizing.
Now the exercise itself. Each slide is a cheat sheet with a task and prompts. A facilitator starts the timer when a new step starts and a proper slide appears on the screen. Some steps have an extended duration; other steps require less time. For instance, itâs easy to agree on a topic and draw a canvas but writing down ideas is more time-consuming.
When participants see a âhatâ slide (except the blue one), they are to generate ideas, write them on sticky notes, and put the notes on the whiteboard or flipchart. For example, the yellow âhatâ is displayed on the screen. People put on yellow paper hats and think about the benefits and nice features the subject has now. They concisely write these thoughts on the sticky notes of a corresponding color (for the black âhatâ â any dark color can be used so that you donât need to buy special white markers). All the sticky notes of the same color should be put in the corresponding column of the canvas.
The last step â Affinity sorting â doesnât follow the original technique. We thought it would be pointless to stick dozens of colored notes and call it a day. We added the sorting part to summarize ideas and make their implementation more tangible.
The teams had to find notes about similar things, group them into clusters, and name each cluster. For example, in the topic âImprovement of the designersâ office infrastructure,â my colleagues created such clusters as âChair ergonomics,â âFloor and walls,â and âHardware upgrade.â
We finished the session with mini-presentations of findings. A captain of each group listed the clusters they had come up with and shared one most exciting observation or impression.
Method 2. Walt Disneyâs Creative Strategy
Walt Disneyâs creative method was discovered and modeled by Robert Dilts, an expert in neuro-linguistic programming, in 1994.
Overview
- Complexity: easy.
- Subject: anything, especially projects youâve been postponing for a long time or dreams you cannot start fulfilling for unknown reasons. For example, we chose the topic âImprovement of the designer-client communication process.â
- Duration: 1 hour.
- Facilitation: 1 facilitator for a group of 5â8 members. When we conducted an educational workshop on brainstorming, my co-trainers and I had four teams of six members working simultaneously in the room.
Materials
- Slides with step-by-step instructions.
- A standalone timer or laptop with an online timer in the fullscreen mode.
- Standard or large yellow sticky notes (1â2 packs per team of 5â8 people).
- Small red sticky notes (1â2 packs per team).
- The tiniest sticky stripes or sticky dots for voting (1 pack per team).
- A whiteboard or a flipchart or a large sheet of paper on a table or wall.
- Black marker pens for each participant (markers should be whiteboard-safe if you choose this kind of surface).
Process
This method is called after the original thinking manner of Walt Disney, a famous animator and film producer. Disney didnât use any âtechniqueâ; his creative process was intuitive. Robert Dilts discovered this creative know-how much later based on the memories of Disneyâs colleagues. Although the original Diltsâs concept is designed for personal use, we managed to turn it into a group format.
Disneyâs strategy works owing to the strict separation of three roles â the dreamer, the realist, and the critic. People are used to mixing these roles while thinking about the future, and thatâs why they often fail. âLetâs do X. But itâs so expensive. And risky⊠Maybe later,â this is how an average person dreams. As a result, innovative ideas get buried in doubts and fears.
In this kind of brainstorming, the facilitatorâs goal is to prevent participants from mixing the roles and nipping creative ideas in the bud. We helped the team to get into the mood and extract pure roles through open questions on the slides and introductory explanations.
For example, here is my intro to the first role. âThe dreamer is not restrained by limitations or rules of the real world. The dreamer generates as many ideas as possible and doesnât think about the obstacles in the way of their implementation. He or she imagines the most fun, easy, simple, and pleasant ways of solving a problem. The dreamer is unaware of criticism, planning, and rationalism altogether.â
When participants come up with a cloud of ideas, they proceed to the next step. Itâs essential to explain to them what the second role means. I started with the following words, âThe realist is the dreamerâs best friend. The realist is a manager who can convert a vague idea into a step-by-step plan and find necessary resources. The realist has no idea about criticism. He or she tries to find some real-world implementation for dreamerâs ideas, namely who, when, and how can make an idea true.â
Brainstormers write down possible solutions on sticky notes and put them on the corresponding idea circles. Of course, some ideas can have no solution, whereas others may be achieved in many ways.
The third role is the trickiest one because people think this is the bad guy who drags the dreamerâs and realistâs work through the mud. Fortunately, this is not true. âThe critic is the dreamerâs and realistâs best friend,â I started my explanation, âThis person analyses risks and cares about the safety of proposed solutions. The critic doesnât touch ideas and works with solutions only. The critic tries to help and foresee potential issues in advance.â The team defines risks and writes them down on smaller red notes. A solution can have no risks or several risks.
After that, team members start dot voting for the most promising ideas. They make a decision based on the value of an idea, the availability of solutions, and the severity of connected risks. Ideas without solutions cannot be voted for. During my workshops, each participant had 3 voting dots. They could distribute them in different ways, for instance, stick the dots to three different ideas or support one favorite idea with all the dots.
The last activity is roadmapping. A team takes the ideas that gained the most support (typically, 6â10) and arranges them on a timeline depending on the implementation effort. If an idea is easy to put into practice, it goes to the column âNow.â If an idea is complex and requires a lot of preparation or favorable conditions, it goes farther on the timeline.
Of course, there should be time for sharing the main findings. Teams present their timelines with shortlisted ideas and tell about the tendencies they have observed during the exercise.
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Method 3. SCAMPER
This technique was proposed in 1953 by Alex Osborn, best known for co-founding and leading BBDO, a worldwide advertising agency network.
Overview
- Complexity: normal to hard.
- Subject: ideally, technical or tangible things, although the author and evangelists of this method say itâs applicable for anything. From my experience, SCAMPER works less effectively with abstract objects. For example, the team barely coped with the topic âImprove communication between a designer and client,â but it worked great for âInvent the best application for digital prototyping.â
- Duration: up to 2 hours.
- Facilitation: 1 facilitator for a group of 5â8 members.
Materials
- Slides with step-by-step instructions.
- A standalone timer or laptop with an online timer in the fullscreen mode.
- Standard yellow sticky notes (7 packs per team of 5â8 people).
- A whiteboard or a flipchart or a large sheet of paper on a table or wall.
- Black marker pens for each participant (markers should be whiteboard-safe if you choose this kind of surface).
- Optionally: Thinkpak cards by Michael Michalko (1 pack per team).
Process
This brainstorming method employs various ways to modify an object. Itâs aimed at activating inventory thinking and helps optimize an existing product or create a brand new thing.
Each letter in the acronym represents a certain transformation you can apply to the subject of brainstorming.
- S â Substitute.
- C â Combine.
- A â Adapt.
- M â Modify.
- P â Put to other uses.
- E â Eliminate.
- R â Rearrange or reverse.
Itâs necessary to illustrate each step with an example and ask participants to generate a couple of ideas themselves for the sake of training. As a result, youâll be sure they wonât get stuck. We explained the mechanism by giving sample ideas for improving such an ordinary object as a ballpoint pen.
- Substitute the ink with something edible.
- Combine the body and the grip so that they are one piece.
- Adapt a knife for âwritingâ on wood like a pen.
- Modify the body so that it becomes flexible â for wearing as a bracelet.
- Use a pen as a hairpin or arrow for darts.
- Eliminate the clip and use a magnet instead.
- Reverse the clip. As a result, the nib will be oriented up, and the pen wonât spill into a pocket.
When the audience doesnât have any questions left, you can start. First of all, team members agree on the subject formulation. Then they draw a canvas on a whiteboard or large sheet.
Once a team sees one of the SCAMPER letters on the screen, they start generating ideas using the corresponding method: substitute, combine, adapt, modify, etc. They write their ideas down and stick the notes into corresponding canvas columns. Questions on the slides remind them what each step means, and time limitation helps to concentrate and not dive into discussions.
Affinity sorting â the last step â is our teamâs contribution to the original technique. Otherwise, people quickly forget all valuable findings and return to the normal state of things. Just imagine how discouraging it will be if the results of a two-hour ideation session are put on the back burner.
Thinkpak cards
Itâs a set of brainstorming cards created by Michael Michalko. Thinkpak makes a session more exciting through gamification. Each card represents a certain letter from SCAMPER. Participants shuffle the pack, take cards in turn, and come up with corresponding ideas about an object. Itâs fun to compete in the number of ideas each participant generates for a given card within a limited time, for instance, 3â5 minutes.
My teammates and I have tried brainstorming with Thinkpak and without it, and it works both ways. Cards are great for training. If your team has never participated in brainstorming sessions, itâll be great to play the cards first and then switch to a business subject.
Lessons learned
- Dry run. People often become disappointed in brainstorming if the first session they participate in fails. Some people I worked with have a prejudice toward creativity and consider it a waste of time. Fortunately, we tried all the methods internally â in the design team. So, all the actual brainstorming went well. Moreover, our confidence helped others believe in the power of brainstorming exercises.
- Relevant topic and audience. Brainstorming can fail if you invite people who donât have a suitable background or the power to change anything. Once I asked a team of design juniors to ideate about improving the process of selling design services to clients. They lacked experience and couldnât generate plenty of ideas. Fortunately, it was a training session, and we changed the topic.
- Documenting outcomes. Alright, the session is over. Participants go home or return to their workplaces. Almost undoubtedly, they wonât recall a single thing the following day. I recommend creating a wrap-up document with photos and digitized canvases. The quicker you write and share it, the higher the chance of ideas implementation is.
Further reading
- âSix Thinking Hats,â a book by Edward de Bono.
- âWalt Disney: Strategies of Geniusâ and âWalt Disney â Planning Strategy (Storyboarding),â articles by Robert Dilts.
- âThe Secret of Walt Disneyâs Creativity,â an article by Mark McGuinness.
- âScamper: Creative Games and Activities for Imagination Development,â a book by Bob Eberle.
- âThinkertoys: A Handbook of Creative-Thinking Techniques,â a book by Michael Michalko.
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