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BRAINSTORM
TECHNIQUES.
TECHNIQUES
A C T I VAT E Y O U R B R A I N
WHY?
WHY?
B E F O R E Y O U S TA R T
GET SOME ZEN
GET INSIDE THE
CUSTOMERS HEAD
E S TA B L I S H
YOUR CRITERIA
ANYTHING ELSE?
A C T I VAT E Y O U R B R A I N .
THANK YOU
MR OSBORN
W H AT A R E
THE RULES?
WHAT ARE THE RISKS?
A C T I VAT E Y O U R B R A I N
• #1: How do you put a giraffe into a fridge?
• Open the fridge, put the giraffe inside, and then close the
  fridge.
• #2: How do you put an elephant into a fridge?
• Open the fridge, remove the giraffe, put the elephant
  inside,
  inside and close the fridge
                        fridge.
• #3: The King of the Jungle is holding a meeting for all of
  the animals. One of them is not there. Which one?
• The elephant. The elephant is in the fridge.
• #4: You are standing on the bank of an alligator infested
  river and have to get to the other side. What do you do?
• You swim across the river because all the alligators are
  attending the meeting
T H E C R E AT I V E P R O C E S S



      EXPLORE
    THE PROBLEM
GOAL WISHING
• Ask people to “wish” their greatest goals related
                 wish
  to the “How to”
   –   I wish people would covet this product
   –   I wish people would treat this product like gold
   –   I wish people would pay a yt g for t s p oduct
            s            ould    anything o this product
   –   I wish people would stampede into their doctor’s
       offices to get this product
• Pick most intriguing and use as new “How to”
  statement
R O L E P L AY
• Ask people to imagine they are the end
  consumer/target audience
  – What do you do with your day?
  – What is your name?
  – What do you read?
  – Wh
    Where d you li ?
           do     live?
  – What might y get excited by?
            g you g             y
IDEA MAPPING
• Ask people to information relevant to the
  problem
• Map the information on the wall in clusters
  to h l
  t help your team get a better id of th
              t       t b tt idea f the
  p
  problem as a whole
PROBLEM FINDING
• Ask people to clarify the problems in
  achieving the goal
• WARNING: this can limit creativity, so try
  to k
  t keep the problems to identifiable as
         th     bl     t id tifi bl
  opposed to p
   pp        perceived.
A C T I VAT E Y O U R B R A I N
T H E C R E AT I V E P R O C E S S



      EXPLORE     GENERATE
    THE PROBLEM    IDEAS
RANDOM MOLECULES
• Everyone writes down a concept relating
  to how to solve the problem on a piece of
  paper.
• T pieces of paper are then d
  Two i        f           th drawn at
                                     t
  random and the group discusses how their
                   g p
  interaction can solve the problem.
G R O U P PA S S I N G
• Restate criteria before you start
                              start.
• Everyone starts with a sheet of a4. y
      y                               you
  write one idea and pass left.
• The next member adds to the idea until the
  pages have been right around the table.
6-3-5 BRAINWRITING
• Assemble a group of 6 people
                        people.
• Everyone has five minutes to generate 3
      y                        g
  ideas.
• The ideas are then shared and can be used
  to inspire the next round.
• In 6 rounds you’ll generate 180 ideas
T H E H AT S
• Questions (White) - considering purely what information is
             (      )            gp      y
  available, what are the facts?
• Emotions (Red) - instinctive gut reaction or statements of
  emotional feeling (but not any justification)
• Bad points judgment (Black) - logic applied to identifying flaws
  or barriers, seeking mismatch
• Good points judgment (Yellow) - logic applied to identifying
  benefits, seeking harmony
• Creativity (Green) - statements of provocation and
  investigation, seeing where a thought goes
  i     i i         i     h      h     h
• Thinking (Blue) - thinking about thinking
T H E H AT S
•   Initial Ideas - Blue, White, Green, Blue
•   Choosing between alternatives - Blue, White, (Green), Yellow,
    Black, Red, Blue
•   Identifying Solutions - Blue, White, Black, Green, Blue
            y g                   ,      ,    ,      ,
•   Quick Feedback - Blue, Black, Green, Blue
•   Strategic Planning - Blue, Yellow, Black, White, Blue, Green, Blue
•   Process Improvement - Blue White White (Other peoples views),
                               Blue, White,                     views)
    Yellow, Black, Green, Red, Blue
•   Solving Problems - Blue, White, Green, Red, Yellow, Black, Green,
    Blue
•   Performance Review - Blue, Red, White, Yellow, Black, Green, Red,
    Blue
T H E M E TA P L A N
• After you ve explained the brief give everyone
         you’ve
  3 – 5 minutes to write down ideas on their
  own.
• Go round the group and have p p explain
                g p             people p
  their ideas and have the group build on them.
• Group the ideas in clusters and use them to
  direct the idea development in groups
SCAMPER
S – Substitute something – Starbucks Frappucino
C – Combine it– Concrete Lights
A – Adapt it – The Arthritis Bath
M – Modify it – Persian Waffles at 1905 world Fair
M-M Magnify It – A l Sti k
          if      Apple Stickers
P – Put it to another use – PostIt Notes
E – Eliminate Something – Solo Ski Boat
R – Reverse it – New York Ice Cream
A C T I VAT E Y O U R B R A I N
T H E C R E AT I V E P R O C E S S



      EXPLORE     GENERATE   PLAN FOR
    THE PROBLEM    IDEAS      ACTION
VOTING
• Restate the criteria
• Give the group a limited number of votes.
           g p
• Develop the ideas that come out on top.
THE MURDERBOARD
• Formulate questions needed to execute the
  agreed plan.
• The answers to these questions become
  the ti
  th action plan.
             l
QUESTORMING
• Formulate questions needed to execute the
  agreed plan.
• The answers to these questions become
  the ti
  th action plan.
             l
TA K E AWAY S
T I P S F O R FA C I L I TAT O R S
• Need to keep p
             p probing & asking questions to get people to
                     g        gq             g p p
  generate ideas:
    –   What else?
    –   What’s the craziest thing we can do?
    –   How can be build off that?
    –   What event could we do?
    –   What could we email editors to get their attention?
    –   If you were the audience, what would convince you?
    –   Who
        Wh can link th t id t something else?
                 li k that idea to    thi    l ?
•   Balance ‘loosening up’ and time-wasting
•   Manage ‘vocals’ & draw out ‘quiets’
•   Be sensitive to the meeting dynamics
•   Stay Positive.
WHEN YOU’RE IN A
BRAINSTORM
• Try to look at the problem from a different
  direction.
• Try to think outside constraints. (You have to
                       constraints
  identify them first)
• Use a combination of these techniques for the
  best results!
• Say whatever you’re thinking, you might
  spark someone else!
   p
LAST SLIDE
•   You can choose to be creative.
                          creative
•   You can train yourself to be better at it
•   Brainstorms should be a hoot!
•   Invite
    I i you clients to participate!
                li            i i   !

• Come talk to me, I’d love to help.

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Brainstorming training

  • 2. A C T I VAT E Y O U R B R A I N
  • 4. WHY? B E F O R E Y O U S TA R T
  • 7. E S TA B L I S H YOUR CRITERIA
  • 9. A C T I VAT E Y O U R B R A I N .
  • 11. W H AT A R E THE RULES?
  • 12. WHAT ARE THE RISKS?
  • 13. A C T I VAT E Y O U R B R A I N • #1: How do you put a giraffe into a fridge? • Open the fridge, put the giraffe inside, and then close the fridge. • #2: How do you put an elephant into a fridge? • Open the fridge, remove the giraffe, put the elephant inside, inside and close the fridge fridge. • #3: The King of the Jungle is holding a meeting for all of the animals. One of them is not there. Which one? • The elephant. The elephant is in the fridge. • #4: You are standing on the bank of an alligator infested river and have to get to the other side. What do you do? • You swim across the river because all the alligators are attending the meeting
  • 14. T H E C R E AT I V E P R O C E S S EXPLORE THE PROBLEM
  • 15. GOAL WISHING • Ask people to “wish” their greatest goals related wish to the “How to” – I wish people would covet this product – I wish people would treat this product like gold – I wish people would pay a yt g for t s p oduct s ould anything o this product – I wish people would stampede into their doctor’s offices to get this product • Pick most intriguing and use as new “How to” statement
  • 16. R O L E P L AY • Ask people to imagine they are the end consumer/target audience – What do you do with your day? – What is your name? – What do you read? – Wh Where d you li ? do live? – What might y get excited by? g you g y
  • 17. IDEA MAPPING • Ask people to information relevant to the problem • Map the information on the wall in clusters to h l t help your team get a better id of th t t b tt idea f the p problem as a whole
  • 18. PROBLEM FINDING • Ask people to clarify the problems in achieving the goal • WARNING: this can limit creativity, so try to k t keep the problems to identifiable as th bl t id tifi bl opposed to p pp perceived.
  • 19. A C T I VAT E Y O U R B R A I N
  • 20. T H E C R E AT I V E P R O C E S S EXPLORE GENERATE THE PROBLEM IDEAS
  • 21. RANDOM MOLECULES • Everyone writes down a concept relating to how to solve the problem on a piece of paper. • T pieces of paper are then d Two i f th drawn at t random and the group discusses how their g p interaction can solve the problem.
  • 22. G R O U P PA S S I N G • Restate criteria before you start start. • Everyone starts with a sheet of a4. y y you write one idea and pass left. • The next member adds to the idea until the pages have been right around the table.
  • 23. 6-3-5 BRAINWRITING • Assemble a group of 6 people people. • Everyone has five minutes to generate 3 y g ideas. • The ideas are then shared and can be used to inspire the next round. • In 6 rounds you’ll generate 180 ideas
  • 24. T H E H AT S • Questions (White) - considering purely what information is ( ) gp y available, what are the facts? • Emotions (Red) - instinctive gut reaction or statements of emotional feeling (but not any justification) • Bad points judgment (Black) - logic applied to identifying flaws or barriers, seeking mismatch • Good points judgment (Yellow) - logic applied to identifying benefits, seeking harmony • Creativity (Green) - statements of provocation and investigation, seeing where a thought goes i i i i h h h • Thinking (Blue) - thinking about thinking
  • 25. T H E H AT S • Initial Ideas - Blue, White, Green, Blue • Choosing between alternatives - Blue, White, (Green), Yellow, Black, Red, Blue • Identifying Solutions - Blue, White, Black, Green, Blue y g , , , , • Quick Feedback - Blue, Black, Green, Blue • Strategic Planning - Blue, Yellow, Black, White, Blue, Green, Blue • Process Improvement - Blue White White (Other peoples views), Blue, White, views) Yellow, Black, Green, Red, Blue • Solving Problems - Blue, White, Green, Red, Yellow, Black, Green, Blue • Performance Review - Blue, Red, White, Yellow, Black, Green, Red, Blue
  • 26. T H E M E TA P L A N • After you ve explained the brief give everyone you’ve 3 – 5 minutes to write down ideas on their own. • Go round the group and have p p explain g p people p their ideas and have the group build on them. • Group the ideas in clusters and use them to direct the idea development in groups
  • 27. SCAMPER S – Substitute something – Starbucks Frappucino C – Combine it– Concrete Lights A – Adapt it – The Arthritis Bath M – Modify it – Persian Waffles at 1905 world Fair M-M Magnify It – A l Sti k if Apple Stickers P – Put it to another use – PostIt Notes E – Eliminate Something – Solo Ski Boat R – Reverse it – New York Ice Cream
  • 28. A C T I VAT E Y O U R B R A I N
  • 29. T H E C R E AT I V E P R O C E S S EXPLORE GENERATE PLAN FOR THE PROBLEM IDEAS ACTION
  • 30. VOTING • Restate the criteria • Give the group a limited number of votes. g p • Develop the ideas that come out on top.
  • 31. THE MURDERBOARD • Formulate questions needed to execute the agreed plan. • The answers to these questions become the ti th action plan. l
  • 32. QUESTORMING • Formulate questions needed to execute the agreed plan. • The answers to these questions become the ti th action plan. l
  • 33. TA K E AWAY S
  • 34. T I P S F O R FA C I L I TAT O R S • Need to keep p p probing & asking questions to get people to g gq g p p generate ideas: – What else? – What’s the craziest thing we can do? – How can be build off that? – What event could we do? – What could we email editors to get their attention? – If you were the audience, what would convince you? – Who Wh can link th t id t something else? li k that idea to thi l ? • Balance ‘loosening up’ and time-wasting • Manage ‘vocals’ & draw out ‘quiets’ • Be sensitive to the meeting dynamics • Stay Positive.
  • 35. WHEN YOU’RE IN A BRAINSTORM • Try to look at the problem from a different direction. • Try to think outside constraints. (You have to constraints identify them first) • Use a combination of these techniques for the best results! • Say whatever you’re thinking, you might spark someone else! p
  • 36. LAST SLIDE • You can choose to be creative. creative • You can train yourself to be better at it • Brainstorms should be a hoot! • Invite I i you clients to participate! li i i ! • Come talk to me, I’d love to help.