Creativity techniques: analytical tools, analogies and brainstorming
Creativity techniques help groups generate ideas and solve problems more effectively. They fall into two broad categories: systematic-analytical techniques, which use structured analysis to find opportunities and solutions, and associative and imaginative techniques, which rely on associations, analogies and imagination.
Systematic-analytical techniques
| Tool | What it does | Used for |
|---|---|---|
| Design Thinking Canvas | Visual tool that structures problem-solving and organizes ideas | Supporting analysis and communication |
| Customer Journey Map | Maps the customer's experience across different stages | Finding problems and opportunities, understanding needs and emotions, generating improvement ideas |
| Empathy Map | Shows what users think, feel and need | Building a customer-centered perspective |
| Personas | Fictional representations of target users based on research | Understanding customer groups and designing around user needs |
| W-Cascade | Goal-setting and planning tool that breaks large goals into smaller objectives | Clarifying how goals can be achieved, improving communication and alignment |
Note the difference between a customer journey map (the sequence of stages a customer goes through) and an empathy map (what a user thinks, feels and needs). Personas are fictional but must be based on research.
Analogical thinking
Analogical thinking means finding similarities between unrelated situations, concepts or objects. It creates new perspectives on problems, encourages unconventional solutions and helps transfer ideas from one context to another. Many innovations come from applying a solution from one field to a problem in another field.
The excursion method
The excursion method deliberately takes people away from the problem environment. Participants are exposed to unrelated situations or experiences and then use the resulting insights to generate ideas for the original problem. The main steps are:
- Excursion: imagine or experience a completely unrelated setting.
- Review: reflect on observations and experiences.
- Create analogies: link insights from the excursion to the original problem.
- Evaluation: discuss and combine ideas into potential solutions.
| Advantages | Disadvantages |
|---|---|
| Encourages out-of-the-box thinking | Some participants may not take it seriously |
| Reduces mental blocks | Success depends heavily on imagination |
| Lowers stress and pressure | Insights may not transfer back to the original problem |
| Generates unusual and original ideas | Can become time-consuming without useful outcomes |
Brainstorming
Brainstorming (Osborn, 1957) is a group creativity technique for generating a large number of ideas in a short time. It is most useful during problem definition, idea generation and early solution development, and less useful during implementation and evaluation.
A session moves through two stages:
- Divergence: generate as many ideas as possible, focus on quantity rather than quality, encourage unconventional thinking.
- Convergence: organize, evaluate and select the most promising ideas.
Four core rules of brainstorming
- Withhold criticism: no judging during idea generation; this creates psychological safety.
- Welcome wild ideas: unusual and radical ideas can lead to innovative solutions.
- Go for quantity: more ideas increase the chance of finding a valuable one.
- Combine and improve ideas: build on each other's suggestions.
| Advantages | Limitations |
|---|---|
| Encourages creativity and free expression | Can produce many unrelated ideas |
| Stimulates collaboration and teamwork | Free-riding: some participants contribute less |
| Generates diverse ideas and perspectives | Production blocking: people forget ideas while waiting to speak |
| Improves problem-solving through collective thinking | Quality depends heavily on participants; discussions may drift off-topic; evaluation can be time-consuming; group conflicts may reduce effectiveness |
Organizing a brainstorming session
Requirements: 8 to 15 participants (more with digital tools), a suitable meeting space, 1 to 3 hours and materials to record ideas. Preparation: clearly define the problem, share relevant information beforehand, prepare an agenda and assign roles.
Main steps: introduce the purpose and rules; define and discuss the problem; present the central question; do a warm-up exercise; generate and record ideas; ask for the "wildest ideas" when creativity slows down; evaluate and select ideas after the session.
Key success factors: a well-prepared problem statement, no criticism during ideation, visible recording of ideas, and postponing evaluation until idea generation is complete.
Andere hoofdstukken van Digitalization & Innovation
- Creativity: definition, traits and schools
- Creativity in organizations: environment, management and conflict
- NGT, GDSS, Walt Disney, Method 635 and the innovation funnel
- Concept selection and screening
- Operations management and product design
- Process design and process innovation
- Quality management in operations
- Supply chains, JIT, BPR and lean innovation
- Digitalization of manufacturing and the innovation simulation