Classical and Contemporary Creativity Techniques

Main Methods and Approaches to Activating Creativity

Key classical methods used in business, science, technology, and education

Three Fundamental Pillars of Creativity Activation

Methods that laid the foundation for systematic work with creativity.
1. Classic Brainstorming (Alex Osborn, 1939)
A collective idea-generation method based on freely proposing suggestions without criticism or evaluation in the initial stage.
2. Synectics (William J.J. Gordon, 1961)
A creative problem-solving method using analogies and metaphors (personal, direct, symbolic, fantastic) to transform the unfamiliar into the familiar and vice versa.
3. Morphological Analysis (Fritz Zwicky, 1942)
A systematic method for finding solutions by breaking down a problem into parameters and constructing a “morphological matrix” of all possible combinations.

I. Methods of Psychological Activation of Creativity and Idea Generation

Techniques aimed at activating divergent, associative, and lateral thinking, awakening intuition, and achieving insight

1. Methods of Spontaneous Idea Generation 

Creative Techniques stimulating divergent thinking and generating a large number of ideas.

1.1. Free Idea Generation
Techniques based on an unconstrained, spontaneous flow of ideas without predetermined frameworks or limitations.
1. Classic Brainstorming (Alex Osborn, 1939): A group creativity technique designed to generate a large number of ideas by encouraging uninhibited participation and deferring judgment.
All types of Brainstorming
2. Freewriting (Peter Elbow, 1973): A spontaneous writing technique, often called “wet ink,” to capture unfiltered thoughts.
3. Automatic Drawing/Doodling (André Breton, 1920s): Spontaneous lines/images “emerging” from the hand without conscious control. The Surrealist method of automatic drawing was used to liberate artistic impulses and encourage a free flow of ideas without constraints of perfectionism.
4. Free Mind Mapping (Tony Buzan, 1970s): Branching associations without rigid structure or levels. A powerful graphic technique that provides a universal key to unlock the potential of the brain.

1.2. Directed Idea Generation
Techniques with predefined frameworks or constraints to direct the search.
1. Creative Constraints Method (Patricia Stokes, 2006): Generating ideas by imposing specific limitations. Psychologist and artist Dr. Patricia Stokes explored how constraints serve as the surprising source leading to creative breakthroughs.
2. Wishful Thinking (Arthur VanGundy, 1988): A creativity technique that encourages imagining ideal solutions without constraints by asking, “If everything were possible, what would we do?” to unlock bold, innovative ideas.
3. What If… Method: A speculative approach that explores hypothetical scenarios (e.g., “What if gravity disappeared?”) to challenge assumptions and stimulate imaginative thinking.
4. Oblique Strategies (Brian Eno, Peter Schmidt, 1975): A set of ambiguous, thought-provoking prompts (e.g., “Change nothing and continue with immaculate consistency”) used to break creative blocks and inspire unconventional solutions.
5. Lotus Blossom Technique (Yasuo Matsumura, 1980s): A structured brainstorming method where a central idea is surrounded by eight related ideas in a grid, each of which becomes a new center for expansion, promoting deep, associative thinking.
6. Crazy 8s (Jake Knapp, 2016): Generating 8 rapid solution variations (sketches) in 8 minutes. Crazy 8’s is a core Design Sprint method developed by Jake Knapp that challenges innovators to sketch eight distinct ideas in eight minutes.

2. Methods of Associations and Analogies

Techniques for generating novel ideas by employing analogies, metaphors, imagery, and unexpected connections.

2.1. Free Association
Approaches based on the natural, unstructured flow of images and associations.
1. Free Association technique (Sigmund Freud, 1890s): A technique where individuals verbalize thoughts as they arise, without filtering, to uncover subconscious ideas and connections.
2. Association Garlands Method (Genrich Bush, 1970s): A creative process that builds chains of linked concepts or words, using each association to spark new ideas in a flowing sequence.
3. Bisociation Method (Arthur Koestler, 1964): A creativity framework that generates innovation by merging two unrelated domains, ideas, or frames of reference into a novel, meaningful synthesis.
4. Metaphorical Storm (Kyna Leski, 2015): Creating ideas through chains of metaphors, images, and analogies. Leski’s book “The Storm of Creativity” makes the analogy of the creative process to the process of a storm being formed, providing a framework for metaphorical thinking.
5. Metaphor Method (George Lakoff, Mark Johnson, 1980; Stanley Raffel, 2013): Using metaphors to reframe problems creatively. Raffel’s work “The Method of Metaphor” explores how metaphors function not just as aesthetic tools but as fundamental structures in cognition and creative thinking.
6. Metaphorical Thinking (Gareth Morgan, 1986): A method that uses metaphors (e.g., “an organization is a machine” or “a brain”) to reframe problems, reveal hidden assumptions, and inspire creative solutions.
7. Mythological Thinking: A creative approach that draws on myths, legends, and archetypal stories to gain deep insights, guide decision-making, and inspire narratives in problem-solving and innovation.

2.2. Directed Search for Analogies and Metaphors
Methods that rely on predefined sources or systematic algorithms for constructing analogies and metaphors.
1. Synectics (William J.J. Gordon, 1961): A structured creativity method that uses analogical thinking—comparing a problem to seemingly unrelated situations—to generate original solutions.
2. Analogy Method: A technique that draws parallels between familiar and unfamiliar systems to uncover innovative approaches by applying insights from one domain to another.
3. Catalogue Method (Friedrich Kuntze, 1922, 1926): A systematic approach that uses pre-defined lists (e.g., materials, functions, shapes) to prompt idea generation by exploring possible combinations. The method was developed by Professor Friedrich Kuntze of the University of Berlin in his book “The Technique of Mental Work” (Kuntze, Friedrich, Die Technik der geistigen Arbeit, 1922), as well as in the work: “The New Style in Scientific Methods” (Kuntze, F. (1926), El nuevo estilo en los métodos científicos).
4. Forced Connections Method (Charles Whiting, Friedrich Kuntze, 1950s): A strategy that sparks creativity by deliberately linking unrelated ideas, objects, or concepts to trigger novel insights.
5. Forced Transfer/Comparison (Jay Wickoff, 1980s): A technique that involves transferring attributes, processes, or principles from one field or context to another to inspire innovative solutions.
6. Relational Algorithm (Herbert F. Сrovitz, 1970): A method that systematically examines different types of relationships (e.g., opposites, causes, similarities) between concepts to uncover new perspectives and ideas.
7. Biomimicry (Biomimetics, Jack Steele, Bionics, Otto Schmitt, 1950s)) (Janine Benyus, 1997): An innovation approach that studies and emulates nature’s time-tested patterns, forms, and processes to solve human design and engineering challenges sustainably.

3. Methods of Lateral Thinking

Systematic strategies for overcoming habitual patterns and identifying non-obvious solutions by breaking stereotypes and conventional problem perceptions.
1. Lateral Thinking (Edward de Bono, 1967): A problem-solving approach that uses creative, non-linear thinking to explore alternative perspectives and generate innovative solutions by breaking conventional thought patterns.
2. Six Thinking Hats (Edward de Bono, 1985): A method that organizes thinking into six distinct modes (e.g., emotional, logical, creative) represented by colored hats to improve group discussion and decision-making.
3. Plus-Minus-Interesting (Edward de Bono, 1970s): A technique for evaluating ideas by separately considering their positive (plus), negative (minus), and interesting or provocative aspects to encourage balanced, open-minded assessment.
4. Random Word Technique (Edward de Bono, 1970s): A creativity method that involves selecting a random word to spark new associations and ideas, helping break fixed thinking patterns.
4. Lateral Thinking Tools (Edward de Bono, 1970s): A set of structured techniques designed to provoke creative insights by challenging assumptions, restructuring problems, and encouraging unconventional thinking.

4. Methods of Intuition and the Unconscious

Intuitive techniques that minimize conscious control and open access to hidden, deep-seated ideas.

4.1. Working with Altered States of Consciousness
Techniques that utilize natural states of reduced conscious activity.
1. Dream and Image Work (Gayle Delaney, Win Wenger, and David Glauberman, 1980s-1990s): A creative practice that uses imagery from dreams and the subconscious to access symbolic insights and inspire innovative ideas.
2. Dream Incubation: The intentional process of focusing on a problem before sleep to invite solutions or guidance through dreams.
3. Hypnagogic States with Prompts (Thomas Edison/Salvador Dalí Methods): A technique where individuals capture fleeting ideas during the drowsy state between wakefulness and sleep by holding an object that drops upon dozing off, waking them to record insights.
4. Meditation and Attention Defocusing (Mind Wandering): Allowing the mind to drift freely without focus to encourage spontaneous associations and subconscious idea generation.
5. Open Monitoring Meditation: A mindfulness practice involving 10–15 minutes of observing thoughts as they arise and pass without judgment, fostering awareness and creative insight.
6. Creating a Flow State (Mihaly Csikszentmihalyi, 1975, 1990): Achieving a state of deep concentration and effortless engagement, where time fades and creativity peaks, by balancing challenge and skill.
7. Meditative Walking (Aristotle, Immanuel Kant): Using rhythmic walking as a contemplative ritual to stimulate thinking, enhance focus, and support reflective or creative thought.

4.2. Intuitive Writing 
Techniques for automatic writing without critical analysis
1. Automatic Writing
(André Breton, 1920s): Writing without conscious editing to capture raw ideas. Automatic writing was popularized by Surrealist writers such as André Breton, who viewed it as a method to unlock creativity and bypass censorship imposed by rational thought.
2. Morning Free Writing (Dorothea Brande, 1934): Writing freely upon waking to capture fresh thoughts. Dorothea Brande was an early proponent of freewriting, advising readers to sit and write for 15 minutes every morning as fast as they can. This practice was later popularized as “Morning Pages” in Julia Cameron’s “The Artist’s Way.”
Morning Pages (Julia Cameron, 1992). A creativity practice involving writing down ideas upon waking or at night to capture subconscious insights, clear mental clutter, and stimulate creative flow.
3. Dream Journal (Patricia L. Garfield, 1974, 1995). The essence of this method lies in recalling and recording the content of one’s dreams and using this material to activate creativity and facilitate effective problem-solving. The technique involves cultivating a creative state before sleep, selecting a theme or problem to be addressed in dreams, committing to memory the dream content upon awakening, and subsequently engaging in its interpretation and analysis.
4. Idea Fishing and Insight Catching Method (David Lynch, 2006): Capturing fleeting ideas or insights as they arise. In “Catching the Big Fish,” filmmaker David Lynch describes his personal methods of capturing and working with ideas, providing a framework for accessing creative insights.
5. Emerging Assumptions: The practice of recognizing and recording spontaneous hypotheses, beliefs, or ideas that surface during creative thinking often reveals hidden mental models or potential pathways for innovation.
6. Idea Journaling: The habit of regularly recording thoughts, observations, and ideas in a dedicated journal to track inspiration and support ongoing creative development.
7. Delayed Decision-Making Method: A strategy that suspends immediate judgment or evaluation of ideas, allowing time for exploration and refinement before making choices.
8. Background Question Technique: A method of placing a problem or question in the subconscious mind, allowing it to incubate over time while engaging in other activities, often leading to sudden insights.

4.3. Stimulation through creative rituals and sensory signals
Methods for Creating Conditions and Using External Stimuli to Generate Unique Ideas
1. Random Stimulus Method (Edward de Bono, 1970s): A technique that introduces arbitrary inputs (words, objects, sounds) to disrupt routine thinking and spark unexpected, innovative ideas.
2. Picture Stimuli: Using visual images—such as photographs, paintings, or diagrams—as triggers to provoke associations and inspire creative thought.
3. Other Sensory Languages: Engaging non-visual senses (sound, smell, taste, touch) to access alternative modes of thinking and generate unique ideas.
4. Sensory Stimulation (Musical, Tactile, Synesthesia): Leveraging music, textures, or cross-sensory experiences (e.g., “hearing” colors) to activate imagination and enhance creative perception.
5. Sensory Overload or Deprivation: Altering creativity by either flooding the senses (to induce novel patterns) or removing stimuli (e.g., silence, darkness) to deepen focus and introspection.
6. Creative Rituals Technique: Establishing personal routines—like lighting a candle or listening to a specific song—to signal the brain it’s time to enter a creative or incubation state.
7. Creative Chaos Method: Intentionally using disorganized or cluttered environments to disrupt habits and stimulate unexpected cognitive connections.
8. Hemispheric Alternation: Switching between logical/analytical and intuitive/creative tasks to engage both brain hemispheres and enhance integrative thinking.
9. Entering a Serene Space: Creating a quiet, orderly, and peaceful environment to reduce mental noise and support reflective, focused, or imaginative thinking.

5. Visual-Graphic Methods

Approaches to idea visualization through images, diagrams, maps, and drawings.

1. Mind Mapping/Creative Intelligence Maps
(Tony Buzan, 1970s): A visual technique that organizes information around a central idea using branches for keywords, images, and connections to mirror the brain’s associative thinking.
2. Scribing or Visual Thinking (Rudolf Arnheim, 1966): Sketching ideas, concepts, and connections to make abstract ideas concrete. Coined by German-born author and psychologist Rudolf Arnheim, “Visual Thinking” represents a fundamental approach to processing information through visual representation.
3. Visual Thinking (Robert McKim, 1972): A cognitive approach that uses visual imagery and spatial reasoning to explore, understand, and communicate ideas more effectively.
4. Visual Fantasizing/Mental Journeys (Guided Imagery, Daydreaming): A creative method that employs imaginative visualization to explore new possibilities, solve problems, or generate ideas in a relaxed, mental state.
5. Imaginary Wandering / Image Streaming (Win Wenger,  David Glauberman (1999): Unstructured mental exploration through fantastical or surreal scenarios to stimulate unconventional ideas and unlock subconscious creativity.
6. Guided Visualization (Roberto Assagioli, 1965, Shakti Gawain, 1978). A structured technique using directed mental imagery to evoke sensory-rich experiences that inspire insights and creative solutions.
7. Dreamstorming (Robert Olen Butler, 2005): Using dreams and reveries as a source of ideas. A writing and creativity technique that involves entering a meditative “dreamspace” to allow narrative ideas, characters, and sensory details to emerge organically from the subconscious, bypassing analytical thinking.
Dreamstorming is a creative writing technique attributed to Pulitzer Prize-winning writer Robert Olen Butler, who described it in his book “From Where You Dream” as method-acting in the writing process.

6. Playful and Role-Based Methods

The use of play, role modeling, and scenario enactment to generate ideas by viewing the problem from diverse perspectives.

1. Disney Creativity Strategy (Robert Dilts, 1990s): A creative problem-solving technique modeled after Walt Disney’s approach, using three distinct roles—Dreamer (visionary ideas), Realist (practical planning), and Critic (evaluative feedback)—to systematically develop and refine ideas.
2. The Wise Counsellors Method (Sidney Parnes, 1967). A method of obtaining advice and ideas through imaginary dialogue with wise people of the past and present, experts, or fictional characters.
3. Role Playing, Role-Storming (Superhero/Napoleon Method) (Rick Griggs, 1980s): A creativity technique where individuals imagine advice from wise or admired figures to gain fresh insights and overcome mental blocks in problem-solving. Generating ideas from the perspective of a character with unique abilities.
4. Hall of Fame (Michael Michalko, 1991): A strategy that encourages imagining how renowned historical, fictional, or iconic figures might approach a problem, using their unique traits to inspire creative solutions.
5. Other Perspectives: A method that involves adopting different viewpoints—such as cultural, professional, or personal roles—to broaden thinking and generate diverse, innovative ideas.
6. Playful Perception (Herbert L. Leff, 1984): Approaching problems with a playful mindset. Leff’s “Playful Perception: Choosing How to Experience Your World” presents methods for changing inner perception, focus and attitude to become more effectively creative.
7. Improvisational Games (“Yes, and…”)(theatrical improvisation, Keith Johnston, 1979). Creative exercises based on accepting ideas (“Yes”) and expanding on them (“and”) to foster collaboration, spontaneity, and free-flowing idea generation without judgment.
8. Playful and Humorous Approach: A technique that uses humour and playfulness to reduce inhibition, stimulate imagination, and create a relaxed environment conducive to creative thinking.
9. Dramatization (Gavin Bolton and Dorothy Heathcote, 1979): Bringing ideas to life through performance. This “dramatization” fosters deep engagement, problem-solving, and understanding of curriculum topics through lived experience.
In 1979, Bolton and Heathcote established “The Newcastle School,” which used dramatization as a method to teach through creative role-playing and performance.

II. Methods of Systematic Analysis and Directed Idea Search

These are convergent methods focused on systematic analysis, structured combination, transformation, and the progressive development of ideas.

1. Reframing and Problem Re-definition

Techniques aimed at shifting perspective, overcoming psychological inertia, and uncovering the essential nature of the problem.

1. Multiple Reformulations (Tudor Rickards, 1970s): A problem-solving technique that involves rephrasing or restating a challenge in numerous ways to uncover hidden assumptions and reveal innovative solutions.
2. The Method of Progressive Abstraction (Horst Geschka, 1970, 1983): A method that gradually shifts focus from specific details to broader, more abstract concepts to identify fundamental principles and novel approaches.
3. Reframing Matrix (Michael Morgan, 1993): A structured tool that presents a problem through different lenses or perspectives (e.g., customer, technical, emotional) in a matrix format to stimulate comprehensive understanding and creative insights.

2. Logical-Structural Approach to Creative Problem Solving

Methods of analysis, decomposition, and task structuring to support the search for and development of solutions.

1. Force Field Analysis (Kurt Lewin, 1943): A framework for understanding the forces that drive or hinder change, helping to strategize by strengthening positive forces and weakening negative ones.
2. Cause-and-Effect Analysis (Ishikawa Diagram) (Kaoru Ishikawa, 1968): Visualizing causes by categories (5M: Man, Machine, Material, Method, Environment).
3. Boundary Examination Method (Tudor Rickards, 1974): A problem-solving technique that involves identifying and challenging the assumptions or ‘boundaries’ that define a problem. Boundary Examination, as described by Rickards (1974), offers a refinement of problem definition through systematic analysis of constraints.
4. Collapsible Matrices Method (Herbert Simon, 1960s): A structured decision-making process: (1. Define criteria, 2. Identify alternatives, 3. Build a matrix, 4. Evaluate options, 5. Make a decision).
5. Delphi Method (Olaf Helmer, Norman Dalkey, 1950s): A structured communication technique that relies on the key assumption that forecasts from a group are generally more accurate than those from individuals. The method was developed in the 1950s by Olaf Helmer and Norman Dalkey of the RAND Corporation for addressing specific military problems.

3. Methods of Analysis, Transformation, and Idea Search

Systematic approaches to investigation, combination, transformation, and the development of innovative solutions.

3.1. Parameterization and New Idea Creation
Methods for identifying and varying object parameters and characteristics.
1. Attribute Listing (Robert P. Crawford, 1931): A systematic creativity technique that involves identifying the key characteristics (attributes) of a product or system—such as color, size, material, or function—and then modifying each to generate new design possibilities.
2. Attribute Association Method (Robert P. Crawford, Arthur VanGundy, 1981): A method that combines attributes of a product with unrelated concepts or stimuli to create novel associations and inspire innovative ideas.
3. Component Detailing Method (Erich Wäikin, late 1950s): A problem-solving approach that examines each component of a system or object in detail to uncover weaknesses, inefficiencies, or opportunities for creative improvement.

3.2. Combinatorial Methods
Methods for combining diverse elements and ideas..
1. Morphological Analysis (Fritz Zwicky, 1942): A structured method for exploring all possible combinations of problem parameters by mapping variables in a multi-dimensional grid to uncover novel solutions.
2. Idea Matrix/Combinatorial Matrices (Fritz Zwicky, 1942): A visual tool that organizes ideas or elements into a matrix format, enabling systematic combination and exploration of relationships across different dimensions.
3. Morphological Forced Connections (Don Koberg, Jim Bagnall, 1970s): A creative technique that forces the combination of different elements from a morphological matrix to generate unexpected and innovative concepts.
4. Focal Objects Method (Charles Whiting, 1963): A brainstorming strategy that selects a random object and uses its attributes to inspire new ideas for a target problem or product.
5. Forced Combination Technique (Random Pairs) (Edward de Bono, 1970s): A lateral thinking method that pairs unrelated ideas, objects, or concepts to provoke fresh perspectives and stimulate creative breakthroughs.

3.3. Transformational Methods
Approaches involving the transformation, restructuring, or modification of objects and tasks.
1. SCAMPER (Bob Eberle, 1971): A creative thinking checklist that prompts idea generation through seven actions: Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Reverse.
2. Osborn’s Checklist (Alex Osborn, 1953): A foundational brainstorming tool using action-oriented prompts (e.g., What can be added? Changed? Reduced? Reversed?) to inspire improvements or innovations.
3. Transform Method (Jordan Ayan, Dina Berg, 1997): A Creative technique that focuses on systematically changing or transforming different aspects of a problem, product, or situation to generate new ideas and solutions. It is based on an acronym of 36 prompt words, each suggesting a possible direction for transforming an idea or object.
4. Mental Collage: A visualization technique that blends diverse mental images into new, imaginative configurations to spark original ideas and insights.

3.4. Methods of Inversion and Contrast Enhancement
The pursuit of solutions through opposites and contrasts.
1. Inversion/Reversal Method (Charles Thompson, Edward de Bono, 1970s): A creative technique that involves flipping a problem or assumption (e.g., “How could we cause this problem?”) to gain new insights and uncover innovative solutions.
2. Difference Amplification Method (David Braybrooke, Charles Lindblom, 1960s): A method that intensifies contrasts between situations, options, or outcomes to clarify implications, reveal hidden assumptions, and inspire alternative approaches.

4. Algorithmic Methods of Analysis and Solution Search

Rigorous, step-by-step procedures and algorithms that guide the thought process in addressing specific classes of problems.

4.1. Systemic, Algorithmic Methods of Creative Problem Solving
Techniques for identifying and resolving systemic contradictions based on laws of system development, leading to optimal solutions.

1. TRIZ – Theory of Inventive Problem Solving (Genrich Altshuller, 1946): A systematic innovation methodology based on analyzing patterns in global patents to identify universal principles for solving technical problems and overcoming contradictions.
   a.Techniques for resolving contradictions in TRIZ: Methods such as the 39 Engineering Parameters and 40 Inventive Principles help resolve technical conflicts (e.g., improving one parameter without worsening another) by applying proven patterns of innovation.
   b. ARIZ (Algorithm for Solving Inventive Problems): A step-by-step procedural framework within TRIZ that guides users through complex problem analysis, contradiction identification, and application of inventive principles to reach innovative solutions.
   c. The System Operator (“9 Windows”): A systems thinking method that allows one to examine an object, task, or problem across three temporal dimensions (past, present, future) and at three levels of the system (supersystem, the system itself, and subsystem).
2. Value Analysis/Value Engineering (Lawrence Miles, 1947): A systematic approach to improving the value of a product or process by analyzing its functions to achieve the essential outcomes at the lowest total cost, without compromising quality.

4.2. Checklist Questioning Techniques
The systematic use of questions, analytical procedures, and heuristics to identify new directions, combining convergence, analysis, and divergence.

1. Kipling Method (5W1H) (Rudyard Kipling, 1902): A problem-exploration technique using six basic questions—Who, What, Where, When, Why, and How—to ensure thorough understanding and idea development.
2. Questioning Method (George Pólya, 1945): A systematic approach to problem-solving that uses guiding questions (e.g., “Do you know a related problem?”) to help understand, plan, solve, and review solutions.
3. Checklist of Questions (Alex Osborn, 1953): A structured set of prompts (e.g., “Can it be adapted, modified, or reversed?”) designed to spark ideas during brainstorming and creative thinking.
4. Creative Question Checklist (Tim Eiloart, 1969): A personalized list of thought-provoking questions aimed at unlocking imagination and encouraging deeper, more innovative responses.
5. Creative Questioning Technique: The deliberate use of open-ended, provocative, or lateral questions to challenge assumptions and stimulate original thinking.
6. Five Whys Method (Sakichi Toyoda, 1930s): A root cause analysis technique that involves repeatedly asking “Why?” (typically five times) to drill down from symptoms to the underlying source of a problem.

III. Methods of Creative Design, Implementation, and Problem Solving

These methods are oriented toward the realization of ideas and the evaluation of their practical viability.

1. Modeling, Creative Action, and Problem Solving

Approaches designed to create simplified models, test and implement them, and generate solutions to complex challenges.

1.1. Modeling
The construction of simplified solution models for exploring structures, assumptions, and risks without incurring the costs of full implementation.
1. Systems Modeling (Systems Thinking): Constructing cause-and-effect diagrams to map relationships.
2. Scenario Modeling: Building “what if…” scenarios to explore possibilities.
3. Storytelling: Presenting a solution through a narrative to clarify its value.
4. Game-Based Modeling (Gamification, Serious Games): Using game mechanics to simulate solutions.
5. Computer Modeling and Simulations: Employing 3D modeling, interactive digital prototypes, or virtual/augmented reality.
6. Gantt Chart (Henry Gantt, 1910s): A visual project management tool displaying task schedules over time.

1.2. Prototyping
The rapid, low-cost development of working prototypes to test critical hypotheses
1. Minimum Viable Product (MVP) (Eric Ries, 2008): Creating a product with minimal features to gather user feedback.
2. High-Fidelity Prototyping: Creating detailed digital models or mockups using tools like Figma, Adobe XD, Axure, CAD, 3D printing, or VR/AR to evaluate form, size, color, style, and behavior.
3. Wireframing: Designing schematic representations of digital interfaces focusing on structure, content hierarchy, and functionality.

1.3. Testing
Systematic evaluation of ideas, hypotheses, and solution quality using data and user feedback.
1. Usability Testing: Observing users interacting with a prototype to identify issues.
2. Iterative Testing (Build-Measure-Learn): Cyclical improvement based on feedback, creating successive versions.
3. A/B Testing: Comparing two versions of a product to determine which performs better.

1.4. Creative Action
Experimental implementation of ideas in real environments with on-the-fly adaptation.
1. Edison’s Trial-and-Error Method (Thomas Edison, late 19th century): Iterative experimental approach testing numerous possibilities through systematic variation and empirical observation. Testing ideas through repeated experimentation.
2. Rapid Experiments: Quick, low-cost trials of ideas or prototypes in real-world settings to gather immediate feedback and accelerate learning and innovation.
3. Action Research: A participatory, iterative approach to problem-solving that combines taking action and reflecting on outcomes to progressively improve practices and understanding.
4. Do-Think-Do Method: A cyclical process that alternates between action and reflection—doing something, reflecting on the results, then acting again—to refine ideas and solutions effectively.
5. Iterations: Repeating a process in short cycles, evaluating outcomes at each stage, and making incremental improvements to gradually evolve toward an optimal solution.
6. Impulsive Creativity and Spontaneous Decisions: A dynamic approach where ideas are acted upon quickly without extensive planning, allowing creativity to emerge through real-time adaptation and on-the-fly adjustments.

2. Integrative Problem-Solving Methods

Comprehensive approaches combining various techniques to solve complex creative problems

2.1. Classic Creative Problem-Solving Methods
Methods forming the foundation of modern creative practices, characterized by staged processes and a balance of analysis and idea generation
1. Osborn-Parnes Problem-Solving Model (Alex Osborn, Sidney Parnes, 1950s):  Structured eight-stage process for creative problem-solving encompassing problem finding, data gathering, idea generation, and implementation. (1. Identify problem, 2. Gather facts, 3. Formulate problem, 4. Generate ideas, 5. Select solution, 6. Plan actions).
2. Creative Problem Solving (CPS) (Min Basadur, Roger Firestien, 1970s): Comprehensive framework integrating divergent and convergent thinking across multiple stages of the creative process. (1. Problem finding, 2. Data analysis, 3. Problem definition, 4. Idea generation, 5. Solution evaluation, 6. Planning, 7. Team engagement, 8. Implementation).
3. DO IT (Robert Olsen, 1970s): Streamlined four-stage problem-solving methodology emphasizing open idea search and rapid solution identification. (1. Define problem, 2. Open idea search, 3. Identify solution, 4. Transform into action).
4. Simplex (Min Basadur, 1980s): Eight-stage iterative process for creative problem-solving that emphasizes continuous refinement and stakeholder engagement. (1. Problem finding, 2. Context analysis, 3. Task formulation, 4. Idea generation, 5. Option evaluation, 6. Planning, 7. Stakeholder engagement, 8. Implementation).

2.2. Contemporary Integrative Creativity Methods
Innovative, flexible, interdisciplinary methods focused on human-centered, team-oriented, and context-driven approaches
1. Universal Traveler System (Don Koberg, Jim Bagnall, 1970s): Seven-stage cyclical model for creative problem-solving that integrates acceptance, analysis, ideation, and implementation phases. (1. Acceptance, 2. Analysis, 3. Definition, 4. Ideation, 5. Selection, 6. Implementation, 7. Evaluation).
2. Lean Problem Solving (Taiichi Ohno, 1950s–1960s): Systematic approach to problem-solving derived from Toyota Production System principles emphasizing root cause analysis. (1. Problem definition, 2. Root cause analysis, 3. Solution development, 4. Implementation, 5. Result monitoring).
3. Seven-Stage Design Process (Herbert Simon, 1969): Comprehensive framework for design thinking that progresses from goal definition through implementation and evaluation. (1. Define goal, 2. Gather information, 3. Generate alternatives, 4. Analyze options, 5. Select solution, 6. Implement, 7. Evaluate results).
4. Design Thinking (Tim Brown, Rolf Faste, Stanford d.school, 1991/2000s): Human-centered design methodology emphasizing empathy, ideation, prototyping, and iterative testing. (1. Empathize, 2. Define, 3. Ideate, 4. Prototype, 5. Test).
5. AIGA Head, Heart, Hand Model (AIGA, 2000s): Holistic framework developed by the American Institute of Graphic Arts (AIGA) in the 2000s to describe the essential attributes of modern design practice. It emphasizes the integration of three interconnected dimensions (1. Head [analysis], 2. Heart [empathy], 3. Hand [implementation]).
6. Double Diamond Model (UK Design Council, 2005): Four-phase model representing divergent and convergent thinking processes in design problem-solving. (1. Discover, 2. Define, 3. Develop, 4. Deliver).
7. 3I Method (IDEO, 2001): Three-stage framework for innovation encompassing Inspiration, Ideation, and Implementation phases. (1. Inspiration, 2. Ideation, 3. Implementation).
8. Gamification (Nick Pelling, 2002): Application of game design elements and mechanics in non-game contexts to enhance engagement and motivation. (1. Set goals, 2. Analyze audience, 3. Design mechanics, 4. Develop scenario, 5. Test, 6. Implement, 7. Monitor).
9. Agile Creativity Framework (Henrik Kniberg, David Kelley, IDEO, 2014–2016) Integration of agile methodology principles with creative problem-solving approaches emphasizing adaptive exploration and execution. (1. Adaptive mindset, 2. Exploration, 3. Execution, 4. Feedback loop).