- Main Classifications of Creativity Techniques: From Heuristics to Algorithms
- Methods of Psychological Stimulation of Creativity: Grounds for Selection
- Analytical and Problem-Solving Methods: How to Choose the Right Technique
- Classical and Contemporary Creativity Techniques
- Best Creativity Techniques: Divergent, Convergent, Integrative
- Types of Brainstorming: Classification and Key Techniques
Methods of free idea generation: how to choose the best techniques
I. Three Fundamental Pillars of Stimulating Creativity
Methods that laid the foundation for systematic work with creativity.
1. Classic Brainstorming (A. Osborn, 1939)
A method of collective idea generation based on the free proposal of ideas without criticism or evaluation at the initial stage. Developed by American advertising executive Alex Osborn in the late 1930s, first described in the book Your Creative Power (1948) and presented in detail in the book Applied Imagination (1953).
All types of Brainstorming
2. Synectics (W. Gordon, 1961)
A method of creative problem solving through the use of analogies and metaphors (personal, direct, symbolic, fantastic) to transform the unfamiliar into the familiar and vice versa. Created in the United States by William Gordon and colleagues, it was formalized as an independent methodology in the book Synectics: The Development of Creative Capacity, first published in 1961.
3. Morphological Analysis (F. Zwicky, 1942)
A systematic method of finding solutions by breaking down a problem into parameters and constructing a “morphological matrix” of all possible combinations. Developed by Swiss astrophysicist Fritz Zwicky in 1942 for the analysis of complex systems, it was later adapted for technical and creative tasks. A complete description of the method was given in the books “Morphological Astronomy” (1948) and “Discovery Invention, Research Through the Morphological Approach” (1969).
These three methods are the first systematic approaches to creativity management, each of which has set a separate branch of development:
1. Brainstorming — social and group methods (SCAMPER, six hats, design thinking).
2. Synectics — psychological and metaphorical methods (lateral thinking, bisociation, focal object method).
3. Morphological analysis — analytical and systematic methods (TRIZ, innovation matrices, systems thinking).
Brainstorming, synectics, and morphological analysis were the first systematic methods to prove that creativity can not only be stimulated but also managed.
Brainstorming (Osborn) laid the foundations for group dynamics and collective idea generation, giving rise to a multitude of social techniques.
Synectics (Gordon) revealed the psychological nature of insights through analogies and metaphors, becoming the prototype of lateral thinking.
Morphological analysis (Zwicky) was the first to propose a rigorous systematic approach to finding solutions, laying the foundation for analytical methods in engineering and invention.
Together, they form the three fundamental branches of creative technology development—social, psychological, and systemic-analytical—and still form the basis of modern approaches to innovation.
I. Methods for the free generation and search
for creative ideas
Techniques aimed at activating divergent, associative, and lateral thinking, awakening intuition, and achieving insight
1. Methods for spontaneous idea generation and imagination activation
Methods that stimulate divergent thinking and free idea generation
1.1. Free idea generation
Methods of spontaneous flow without set boundaries and
restrictions
1. Classic Brainstorming(Alex Osborn, 1939). A group idea-generation method in which participants freely express any suggestions without criticism in order to maximize their number.
Principle of operation: separation of the generation and evaluation phases, encouragement of quantity and unusualness. Purpose: to generate a large number of ideas and overcome mental blocks. Aria of application: business, education, science and technology, design. Type of thinking: divergent. Structure: low. Mode of Interaction: group, 5–12 participants. Duration: 30–60 min (idea generation) + 30 min (evaluation).
Innovativeness: medium. Online Implementation: possible, suitable for remote teams (Miro/Mural tools). Templates: visual idea boards, sticky notes, clustering.
2. Freewriting “Wet Ink” (Peter Elbow, 1973). A method of continuous writing without stopping, editing, or self-censorship, in which the author writes down everything that comes to mind.
Principle: turning off your inner critic, letting your thoughts flow freely on a given topic, without editing or self-criticism, writing continuously, and recording spontaneous thoughts. Purpose: overcoming writer’s block, accessing subconscious ideas, and freeing up your creative flow. Aria: writing, journalism, psychotherapy, personal development, education. Type of thinking: intuitive, associative. Structure: none. Individual creativity. Duration: 10–20 minutes of continuous writing. Innovativeness: high for personal insights. Online implementation: excellent (any text editor). Templates: blank sheet, timer, prompt starters.
3. Automatic Drawing, Doodling (André Breton, Surrealists, 1920s). A method of spontaneous drawing without a predetermined goal, in which the hand moves freely, creating lines and images from the subconscious.
Principle: conscious control is turned off, trust is placed in the movement of the hand, unconscious associations are manifested through drawing, stimulating new ideas and subsequent interpretation of random forms.
Purpose: access to subconscious images, stimulation of visual thinking, overcoming creative blocks. Aria: design, art, architecture, psychotherapy, education. Type of thinking: visual-spatial, intuitive. Structure: none. Interaction: individual or group. Duration: 5–20 minutes of continuous drawing. Innovation: high for visual solutions. Online implementation: possible (graphics tablets, apps such as Procreate). Templates: blank sheet, various drawing tools.
4. Free Mind Mapping (Tony Buzan, 1970s). A method of branching associations from a central theme without predefined categories and levels, creating an organic network of connections.
Principle of operation: radial thinking, free associations, visual connections, no criticism of the structure. Purpose: visualization of ideas, discovery of non-obvious connections, stimulation of associative thinking. Aria: planning, training, problem analysis, creative projects. Type of thinking: associative, visual, divergent. Structure: organic, without strict rules. Interaction: individual or group. Duration: 20–45 minutes to create a map. Innovation: medium-high. Online implementation: excellent (MindMeister, XMind, Coggle). Templates: radial structures, color coding, symbols.
1.2. Directed Idea generation
Methods with specified frameworks and restrictions for the direction of the search
1. Creative Constraints Method (Patricia Stokes, 2006): A method of stimulating creativity by imposing artificial constraints (resources, form, rules) on the creative process, which forces one to find non-standard solutions.
Principle of operation: the paradox of creativity — constraints stimulate ingenuity, focusing on finding solutions within the framework. Purpose: overcoming the infinity of options, increasing originality. Aria: design, advertising, engineering, art, writing. Type of thinking: divergent with elements of convergent. Structure: high due to constraints. Interaction: individual or group. Duration: 30–60 min. Innovation: high. Online implementation: excellent — digital limits can be set (time, number of words/ideas). Templates: lists of restrictions, checklists of conditions, parameter frameworks.
2. Wishful Thinking (Arthur Van Gundy, 1988). “If anything were possible, what would we do?” A method of generating ideas by removing all practical limitations, imagining an ideal scenario, and then looking for real steps to implement it.
Principle: temporarily ignoring limitations, focusing on the desired result, then adapting to reality. Purpose: overcoming mental barriers, thinking outside the box, searching for breakthrough solutions. Aria: strategic planning, innovation, product design, personal development. Type of thinking: divergent. Structure: medium. Interaction: group, 3–8 participants. Duration: 25–40 minutes of dreaming + 20 minutes of adaptation. Innovation: very high. Online Implementation: excellent (virtual whiteboards, video conferences). Templates: questionnaires, “Desired → Possible” table, dream scenarios, desire matrices.
2. The “What if” Method (Alex Osborn). A method for generating alternative scenarios and solutions by asking hypothetical questions beginning with “What if…”.
Principle of operation: exploration of alternative realities, systematic change of variables, provocative questions. Purpose: expanding the space for solutions, exploring hidden opportunities, preparing for unexpected situations. Aria: strategic planning, risk management, innovation, scenario planning. Type of thinking: hypothetical, analytical. Structure: medium. Interaction: individual and group, 4–10 participants. Duration: 30–50 minutes of scenario exploration. Innovation: medium-high. Online Implementation: excellent (interactive whiteboards, surveys). Templates: what-if question banks, scenario matrices, decision trees.
4. Oblique Strategies (Brian Eno, Peter Schmidt, 1975). A method using random cards with abstract prompts to change perspectives (e.g., “Change nothing and continue with immaculate consistency”).
Principle: random selection of a provocative phrase, interpretation in the context of the task, and indirect influence on thinking. Purpose: overcoming creative blocks, changing perspective, stimulating non-standard thinking. Aria: music, design, writing, problem solving, art therapy. Type of thinking: interpretive, associative. Structure: medium through a card system. Interaction: individual or group. Duration: 10–40 minutes of work with prompts. Innovation: high. Online implementation: excellent (digital decks, phrase and prompt generators). Templates: card decks, phrase banks, random selection interfaces.
5. Lotus Blossom Method (Yasuo Matsumura, 1979). A method of visually organizing ideas in the form of a “flower” diagram, where the central problem is surrounded by ideas that unfold further in a similar way.
Principle: the central theme is in the middle, with 8 related themes around it, each theme becoming the center of a new lotus. Purpose: systematic exploration of a topic, generation of related ideas, creation of comprehensive solutions. Aria: product planning, strategy development, systems thinking, education. Type of thinking: divergent, systematic, radial. Structure: high. Interaction: individual or small groups of 2–4 people. Duration: 45–60 minutes for a full cycle. Innovation: medium, focus on completeness of research. Online implementation: excellent (templates in Miro, Lucidchart). Templates: 3×3 grids, radial diagrams, multi-level lotuses.
6. Crazy Eights Method (Jake Knapp, 2016):. A method for quickly generating eight ideas in the form of sketches in 8 minutes, creating different solutions to a single problem.
Principle: speed and time constraints stimulate creativity and unconventional solutions. Purpose: to quickly generate visual alternatives, overcome perfectionism, and explore a wide range of solutions. Aria: UX/UI design, industrial design, architecture, product development. Type of thinking: visual, divergent. Structure: very high due to format and timing. Interaction: individual with subsequent group discussion. Duration: 8 minutes of generation + 10–15 minutes of presentation. Innovation: medium-high. Online Implementation: possible (graphic tablets, Figma, Mural, Miro). Templates: rectangular grids, a sheet divided into 8 cells, or online templates.
2. Methods of Associations and Analogies
Techniques for generating novel ideas by employing analogies, metaphors, imagery, and unexpected connections.
2.1. Free associations
Methods based on the natural flow of images and associations
1. Free Association technique (Sigmund Freud, 1890s): A creative search method in which a person expresses any thoughts that first come to mind without internal censorship or logical order.
Principle: removal of conscious control, spontaneous flow of ideas, recording of every image or word that arises without evaluation. Purpose: access to subconscious resources, overcoming cognitive barriers, and identifying unexpected connections. Aria: psychotherapy, literature, advertising, art therapy, self-development. Type of thinking: intuitive, associative. Structure: none. Interaction: individual or in pairs. Duration: 15–30 minutes of continuous flow. Innovation: high for personal discoveries and insights. Online implementation: convenient (audio/video recording, text chats, and streams). Templates: voice recorder, stream notes, word clouds.
2. Association Garland Method (Genrikh Busch, 1976). A method of generating ideas by constructing chains of associations from keywords related to the problem and then combining elements from different chains.
Principle: identifying keywords → building associative chains → cross-combining links. Purpose: systematic expansion of the associative field, finding unexpected combinations, stimulating creative search. Aria: invention, advertising, naming, product design. Type of thinking: associative, combinatorial. Structure: medium, determined by a chain diagram. Interaction: individual or group (3–6 participants). Duration: 40–70 min. Innovation: medium–high. Online implementation: convenient (interactive whiteboards, shared documents). Templates: garland tables, intersection matrices, visual chains.
3. The Bisociation Method (Arthur Koestler, 1964). A creative search method based on connecting two independent systems of thinking or conceptual frameworks to generate new ideas.
Principle: intersection of two different contexts → search for points of contact → construction of unexpected connections. Purpose: to create breakthrough solutions through interdisciplinary connections and overcoming stereotypes. Aria: science, technology, art, business innovation. Type of thinking: synthetic, interdisciplinary. Structure: medium (working with a double frame). Interaction: individual or small groups (2–4 people). Duration: 45–90 min. Innovation: very high. Online implementation: effective (Venn diagrams, digital whiteboards). Templates: intersection matrices, two-axis diagrams, connection maps.
4. Metaphorical Storm (Kyna Leski, 2015): A method of intensive idea generation through chains of metaphors, images, and analogies related to the problem.
Principle of operation: formation of a series of metaphors → development of each into a chain of images → search for solutions through transfers of meaning. Purpose: activation of imaginative thinking, bypassing logical barriers, and discovering unexpected solutions. Aria: advertising, design, writing, education, therapy. Type of thinking: metaphorical, imaginative, divergent. Structure: low (stream of images). Interaction: group (4–8 participants). Duration: 30–50 min. Innovation: high. Online Implementation: convenient (visual galleries, image boards). Templates: collections of metaphors, visual maps, figurative associations.
5. Metaphor Method (George Lakoff, Mark Johnson, 1980; Stanley Raffel, 2013). A method of finding solutions by systematically transferring structures from a familiar area to a problem area.
Principle: select a basic metaphor → study its structure → transfer key elements to the task. Purpose: to simplify complex problems, expand conceptual frameworks, and create new models of understanding. Aria: consulting, education, psychotherapy, management, design. Type of thinking: analogical, conceptual. Structure: high (systematic transfer). Interaction: individual or group (3–6 participants). Duration: 35–60 min. Innovation: medium–high. Online Implementation: good (boards, diagrams). Templates: correspondence tables, transfer diagrams, metaphor banks.
6. Metaphorical Thinking. A method of analyzing complex systems through the prism of different metaphors, each of which reveals unique aspects of the situation.
Principle: selecting a suitable metaphor for the problem, conducting a detailed study of the metaphor’s structure, transferring elements to the original problem, applying several metaphors (“machine,” “organism,” “theater,” etc.) to a single problem, studying each perspective and integrating new meanings and insights. Purpose: multifaceted understanding, identification of hidden aspects, development of comprehensive solutions. Aria: organizational consulting, strategic management, systems analysis. Type of thinking: systemic, analogical, conceptual. Structure: high (through a set of metaphors). Interaction: group (5–10 participants). Duration: 60–120 min. Innovation: average (more about depth than breakthroughs). Online Implementation: effective (interactive diagrams, joint presentations). Templates: metaphor bank, analysis matrices, comparative maps.
7. Mythological Thinking (Carl Jung, Joseph Campbell, mid-20th century). A method of understanding and solving problems through archetypal plots, universal mythological structures, and patterns of human experience.
Principle of operation: finding mythological analogies, studying archetypal roles and scenarios (“hero,” “shadow,” “guide”) and their projection onto the task. Purpose: connecting the collective unconscious, creating strong narratives, finding deeper meanings. Aria: branding, storytelling, psychotherapy, leadership, cultural projects. Type of thinking: archetypal, symbolic. Structure: medium (through mythological structures). Interaction: individual or group (4–8 participants). Duration: 45–90 min. Innovation: high for meaningful solutions. Online Implementation: good (digital myth libraries, visual maps). Templates: myth catalogs, archetypal maps, plot matrices.
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 method for solving problems through a systematic search for analogies in nature, technology, and other fields, using four types of analogies.
Principle of operation: transforming the familiar into the unfamiliar and vice versa; applying personal, direct, symbolic, and fantastical analogies.
Purpose: overcoming functional fixation, generating breakthrough solutions, and stimulating interdisciplinary thinking. Aria: engineering, product design, architecture, solving technical problems. Type of thinking: analogical, divergent, associative. Structure: high through types of analogies. Interaction: group, 5–8 participants from different specialities. Duration: 90–180 minutes for a full session. Innovation: very high. Online Implementation: possible (requires good visualization: Miro, Mural, Lucidchart). Templates: analogy matrices, example banks, structured protocols.
2. Analogy Method: (general approach, developed since the 1950s). A method of solving problems through the systematic search and analysis of similar objects and situations in other areas, followed by the transfer of solutions.
Principle of operation: identification of key characteristics of the problem, search for similar structures in other areas, adaptation of the solutions found. Purpose: to use existing solutions, to identify new solutions by transferring known patterns. Aria: engineering, business consulting, scientific research, education. Type of thinking: analytical, transferable. Structured: highly structured through systematic search. Interaction: individual or group of 3–6 people. Duration: 45–90 minutes of search and analysis. Innovation: average, adaptation of existing solutions. Online implementation: excellent (databases, search engines, Google Images, digital catalogs). Templates: comparison matrices, analogy banks, search algorithms.
3. Forced Association Method (Charles Whiting, Fridrich Kuntze, 1958). A method of generating ideas by forcibly connecting elements of a problem with random objects or concepts from pre-prepared lists.
Principle of operation: random selection of an object from a list, search for all possible connections with the problem, development of the connections found into solutions. Purpose: overcoming stereotypical thinking, generating unexpected solutions, stimulating creativity through coercion. Aria: invention, product design, advertising, solving technical problems. Type of thinking: forced associative. Structure: high, through algorithms and lists. Interaction: individual or group of 3–5 people. Duration: 30–50 minutes of searching for connections. Innovation: high. Online implementation: excellent (random word generators, digital lists). Templates: object catalogs, connection matrices, coercion algorithms.
4. Catalogue Method (Fridrich Kuntze, 1922, 1926). A method of systematically searching for ideas by reviewing catalogs of goods, services, or solutions with the aim of adapting the principles found to one’s own problem.
Principle of operation: selection of relevant catalogs of neutral stimuli and force connections between each stimulus and your problem, which stimulates new ideas. Purpose: use existing solutions, reduce development time, reduce innovation costs. Aria: industrial design, engineering, marketing, business planning. Type of thinking: adaptive, systematic. Structure: high through the catalog system. Interaction: individual or small groups of 2–4 people. Duration: 60–120 minutes of catalog research. Innovation: low-medium, adaptation. Online implementation: excellent (online catalogs, databases). Templates: catalog systems, criteria checklists, adaptation tables.
5. Forced Transfer/comparisons (Jerry Wykoff, 1980s). A method of solving problems by forcibly comparing a problem situation with pre-selected objects or processes to find analogies.
Principle of operation: selection of an object for comparison, detailed analysis of its characteristics, forced search for parallels with the problem, generation of solutions. Purpose: overcoming mental blocks, generating unexpected solutions, systematic exploration of analogies. Aria: technical innovations, process design, solving organizational problems. Type of thinking: comparative, analytical. Structure: very high through the comparison algorithm. Interaction: individual or group of 3–6 people. Duration: 40–70 minutes of structured comparison. Innovation: medium-high. Online implementation: good (comparison tables, visual diagrams). Templates: characteristic matrices, comparison algorithms, object banks.
6. Relational Algorithm (Herbert F. Сrovitz, 1970). A method of idea generation through the systematic application of a list of relationships (prepositions) to explore all possible connections between the elements of a problem. It is designed to force new connections and spark creative ideas by combining random words or elements in a structured way.
Principle of operation: use a list of 42 prepositions (in, on, under, through, etc.), apply each to the elements of the problem, and generate ideas from new relationships. Purpose: systematic exploration of the solution space, generation of a full range of options, overcoming the incompleteness of analysis. Aria: technical invention, system design, process analysis, logical problem solving. Type of thinking: systematic, relational. Structure: very high due to a fixed algorithm. Interaction: individual. Duration: 45–90 minutes of work with the algorithm. Innovativeness: average, completeness of coverage. Online implementation: excellent (programmable algorithms). Templates: lists of prepositions, relationship matrices, automated generators.
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.
Principle of operation: studying natural mechanisms and structures, understanding the principles of their operation, and adapting them for technical applications. Purpose: creating effective and sustainable technical solutions, using proven natural principles, and environmentally friendly innovations. Aria: engineering, architecture, materials science, robotics, medicine. Type of thinking: biological, technical. Structure: highly structured through the scientific method. Interaction: interdisciplinary teams of 5–12 people. Duration: weeks to months of research. Innovation: very high for technical solutions. Online implementation: partially (nature databases, modeling). Templates: catalogs of natural solutions, transfer algorithms, biological databases.
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 method of stimulating non-standard ideas by departing from linear logic and searching for indirect solutions.
Principle of operation: conscious disruption of thinking patterns, use of provocations, switching search directions. Purpose: to expand the field of possible solutions, generate original ideas, and discover unexpected connections. Aria: business, education, strategic planning, creative industries. Type of thinking: divergent, associative. Structure: medium (rules are set, but the train of thought is free). Interaction: individual or group. Duration: 30 to 120 minutes. Innovation: very high, promotes radically new solutions. Online implementation: possible, especially when using digital random stimulus generators. Templates: provocative questions, switching patterns, techniques for bypassing stereotypes.
2. Six Thinking Hats (Edward de Bono, 1985): A role-playing method in which each “hat” symbolizes a specific way of perceiving and analyzing a situation.
Principle: sequential switching between roles (facts, emotions, criticism, optimism, creativity, process management). Purpose: to structure group discussions, harmonize different points of view, and increase the productivity of decisions. Aria: business meetings, team management, education, strategic projects. Type of thinking: role-playing, polyfocal. Structure: high, through fixed roles. Interaction: group, 4 to 12 participants. Duration: 45–120 min. Innovation: medium–high, provides a balance of creativity and analysis. Online Implementation: effective in the form of alternating “discussion modes.” Templates: role cards, “hat” change schedule.
3. Plus-Minus-Interesting (Edward de Bono, 1970s): A simple technique for evaluating ideas or decisions through three positions: positive, negative, and interesting.
Principle: disciplined analysis of an object from different angles, including unexpected and neutral aspects. Purpose: to develop balanced thinking, prevent bias, and discover new opportunities. Aria: education, management decision-making, personal development. Type of thinking: analytical and divergent. Structure: high due to fixed categories. Interaction: individual or group. Duration: 10–30 minutes. Innovation: average, more suitable for training flexibility and evaluating ideas. Online implementation: convenient in the form of tables and checklists. Templates: PMI matrices, digital forms.
4. Random Word Technique (Edward de Bono, 1970s): A method of generating ideas by connecting random words as stimuli for finding new associations.
Principle: superimposing unrelated concepts onto a task and identifying unexpected connections. Purpose: to provoke the imagination, overcome stereotypes, and create radically new ideas. Aria: advertising, design, strategic creativity, inventions. Type of thinking: associative, provocative. Structure: low, limited only by the word selection algorithm. Interaction: individual or group. Duration: 10–40 minutes. Innovation: high, especially for generating breakthrough ideas. Online implementation: easily implemented using random word generators. Templates: word cards, lists of random stimuli, digital randomizers.
4. Lateral Thinking Tools (Edward de Bono, 1970s): A method of stimulating creativity through non-standard approaches to problem solving, bypassing template thinking, and searching for unexpected solutions.
Principle: using techniques (e.g., “six thinking hats,” random words, provocation) to change perspectives and break down stereotypes. Purpose: overcoming mental barriers, creating original solutions, and stimulating innovation. Aria: innovation, marketing, design, business, education. Type of thinking: associative, lateral. Structure: low. Interaction: individual or group, 2–10 people. Duration: 30–90 min. Innovation: very high. Online Implementation: possible (tools: Miro, MURAL, video conferencing). Templates: association maps, “six hats” tables, lists of provocative ideas.
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.
4.1. Working with altered states of consciousness
Techniques that use natural states of reduced conscious activity
1. Dream and Image Work (Gayle Delaney, Win Wenger, and David Glauberman, 1980s-1990s): A method of using dreams and spontaneous visual images as a source of ideas through their recording, analysis, and symbolic interpretation.
Principle of operation: recording dreams immediately after waking up, identifying key symbols, interpreting images in relation to the task. Purpose: access to subconscious processes, gaining insights, using the symbolic language of the psyche. Aria: psychotherapy, art, writing, personal development, search for creative solutions. Type of thinking: symbolic, intuitive. Structure: low, working with natural material. Interaction: individual or with a mentor. Duration: keeping a diary on a regular basis + 20–40 minutes of analysis. Innovativeness: high for personal discoveries. Online implementation: limited (digital diaries, but the process is individual). Templates: dream diaries, symbol dictionaries, interpretation techniques.
2. Dream Incubation (ancient practices, modern adaptation). A method of purposeful dream programming to obtain solutions by asking a question before bedtime and using lucid dreaming. Principle: formulate a request, tune in to receiving an answer, apply mindfulness techniques, record what you see. Purpose: access to subconscious resources, creative breakthroughs, use of nonlinear thinking. Aria: science, invention, art, solving complex problems. Type of thinking: subconscious, associative. Structure: medium — through rituals and techniques. Interaction: individual. Duration: preparation 10–15 minutes, sleep 6–8 hours, recording 15–30 minutes. Innovation: very high. Online implementation: not applicable (personal process). Templates: incubation protocols, dream journals, mindfulness practices.
3. Hypnagogic States with Prompts (Edison/Dali Method) (Thomas Edison, Salvador Dali). A method of using the hypnagogic state between sleep and wakefulness for insights using physical triggers to wake up. Principle: falling asleep with a task in mind, holding an object, waking up when it falls, recording images. Purpose: accessing the alpha state, obtaining non-standard solutions, using transitional consciousness. Aria: invention, art, science, design. Type of thinking: hypnagogic, imaginative. Structure: high, through physical technique. Interaction: individual. Duration: 15–30 minutes, multiple attempts. Innovation: very high. Online implementation: not applicable (physical process). Templates: trigger objects, recording devices, recording protocols.
4. Meditation and Attention Defocusing (Mind Wandering, Buddhist practices, modern adaptations). A method of using meditative states and free wandering of the mind to stimulate the brain’s default network.
Principle of operation: relaxation of control, allowing thoughts to wander, observation without attachment. Purpose: activation of the passive mode network, generation of insights, stress reduction. Aria: stress management, creativity, problem solving, personal development. Type of thinking: meditative, defocused. Structure: low, natural process. Interaction: individual or group. Duration: 10–30 minutes of practice. Innovation: average for insights. Online Implementation: excellent (guided practices, apps). Templates: meditations, mindfulness apps, timers.
5. Open Monitoring Meditation (vipassana, modern adaptations). A method of meditation involving open observation of thoughts, emotions, and sensations without control or restraint.
Principle: open attention to any experience, observation without judgment, letting go of thoughts, development of metacognition. Purpose: developing awareness, reducing mind reactivity, stimulating creativity, emotional regulation. Aria: psychotherapy, education, creative industries, stress management. Type of thinking: observational, metacognitive. Structure: moderate through technique. Interaction: individual or group. Duration: 10–15 minutes regularly. Innovation: average for developing awareness. Online Implementation: excellent (apps, video sessions). Templates: vipassana techniques, mindfulness apps, timers.
6. Creating a Flow State (Mihaly Csikszentmihalyi, 1975, 1990). A method for achieving a state of complete immersion in which ideas arise naturally. Principle: balance between challenge and skill, clear goals, instant feedback, fusion of action and consciousness. Purpose: maximizing creativity, generating solutions, peak productivity, enjoyment of the process. Aria: any creative and professional fields, sports, science, art. Type of thinking: absorbed, optimal. Structure: high through the creation of conditions. Interaction: mainly individual. Duration: 45–120 min sessions. Innovation: high in a state of flow. Online implementation: possible with environment configuration. Templates: condition checklists, state trackers, focus environments.
7. Meditative Walking as a Ritual (Aristotle, Kant) (historical practices of thinkers). A method of using regular walks in a meditative rhythm to stimulate thinking and gain insights. Principle of operation: solitary walking, rhythm, minimal stimuli, free wandering of the mind. Purpose: to stimulate ideas through movement, reduce stress, and develop thinking. Aria: philosophy, science, writing, problem solving, personal development. Type of thinking: rhythmic, meditative. Structure: moderate through ritual. Interaction: individual. Duration: 30–90 minutes regularly. Innovation: moderate to high for ideas. Online implementation: not applicable (physical activity). Templates: walking routes, insight journals, ritual elements.
3.2. Intuitive Writing
Methods of automatic recording without critical analysis
1. Automatic Writing (André Breton, 1920s). A method of writing without conscious control, in which the hand moves automatically, recording the flow of subconscious thoughts and images.
The principle of operation is to completely switch off conscious control, move the hand continuously, and prohibit editing. The goal is to access subconscious material, overcome conscious censorship, and obtain unexpected ideas. Areas of application: art, psychotherapy, writing, personal development, spiritual practices. Type of thinking: subconscious, automatic. There is no structure whatsoever. Interaction: individual. Duration: 10–30 minutes of continuous writing. Innovation: very high for subconscious insights. Can be done online, but handwriting is preferable. Templates: blank sheets of paper, comfortable pens, no distractions.
2. Morning Free Writing (Dorothea Brande, 1934; Julia Cameron, 1992). A method of recording the stream of consciousness in the morning hours, when conscious filters are weakened.
Principle: writing immediately after waking up without a theme or structure. The goal is to clear the mental space and access subconscious ideas. Aria: writing, journalism, personal development, creative professions. Type of thinking: morning, unfiltered. There is no structure in the content, but there is structure in time. Interaction: individual. Duration: 15–45 minutes. Average innovation for personal insights. Online implementation is ideal (text editors). Templates: morning diaries, writing apps, timers.
3. Dream Journal (Patricia L. Garfield, 1974, 1995). A method of capturing and analyzing dream content to stimulate creative thinking and uncover problem-solving insights.
Principle: recording dreams immediately upon waking and reflecting on their symbolic or associative meanings. The goal is to access subconscious material and transform it into creative inspiration or practical solutions. Aria: psychology, art, writing, therapy, personal development. Type of thinking: associative, subconscious. Structure: low in content, but fixed in timing. Interaction: individual. Duration: 10–30 minutes daily. Innovativeness: medium, offering access to non-rational sources of ideas. Online implementation is possible (digital diaries, journaling apps). Templates: dream logs, notebooks, digital recorders.
4. Idea Fishing and Insight Catching Method (David Lynch, 2006). A method of creating conditions for the spontaneous emergence of ideas through constant readiness to record them and the use of “traps” for insights.
Principle of operation: instant recording of ideas, creation of physical and mental triggers, attention to flashes of inspiration. The goal is to maximize the capture of spontaneous ideas and develop sensitivity to insights. Aria: all creative professions, invention, business innovation, personal development. Type of thinking: receptive, attentive. Low and adaptive structure. Interaction — individual. Time — constant readiness plus 5–10 minutes of recording. High innovation. Online implementation is perfectly realized through mobile applications and voice memos. Templates: notebooks, note-taking applications, voice recorders, tagging systems.
5. Emerging Assumptions. A method for quickly recording initial hypotheses and thoughts that arise when encountering a problem before analytical thinking kicks in. Principle: recording initial ideas, refraining from criticism, and accumulating spontaneous assumptions. The goal is to use intuitive wisdom and preserve initial insights. Aria: problem solving, diagnostics, research, consulting, medicine. Type of thinking: intuitive, primary. Low structure and spontaneous. Interaction: individual or in pairs. Duration: 5–15 minutes to gather assumptions. Innovation: medium-high for quick insights. Online implementation is ideal (notes, chats). Templates: lists of assumptions, voice memos, intuitive protocols.
5. Idea Journaling Technique. A method of systematically recording all ideas that arise, regardless of quality, with subsequent processing. Principle: daily recording without filtering and regular review. The goal is to form a bank of ideas, develop creative habits, and track the evolution of thinking. Aria: creative professions, innovation, personal development, education. Type of thinking: cumulative, reflective. Structure: medium, determined by diary practice. Interaction: individual. Duration: 10–20 minutes daily plus periodic reviews. Innovation: medium. Online implementation is best achieved through digital diaries and cloud notes. Templates: diary formats, tag systems, idea development templates.
6. Delayed Decision-Making Method. Method of consciously postponing decision-making to allow for incubation processes.
Principle: gather data, delay the decision, switch to other tasks, and then return to it. The goal is to improve the quality of decisions through subconscious processing of information. Aria: management, strategic planning, complex decisions, creative projects. Type of thinking: incubation, patient. Average structure, time-bound. Interaction: individual or with consultants. Duration: from days to weeks. Average innovativeness. Online implementation is only partially possible (information gathering). Templates: incubation calendars, postponement protocols, readiness checklists.
7. Background Question Technique — a method of setting a task as a background process of consciousness with periodic return of attention.
Principle of operation: clear formulation of the question, placing it in the subconscious, and periodic checking of results. The goal is to use background cognitive processes to generate solutions naturally. Aria: research, complex tasks, strategic thinking. Type of thinking: background, peripheral. Low structure during the process, high structure during the setting stage. Interaction: individual. Duration: from hours to days. Innovativeness is medium-high. Online implementation is possible in part (reminders and recording of ideas). Templates: question formats, insight diaries, reminder systems.
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 method of generating ideas using random words, images, or objects as stimuli.
Principle: randomly select an element and search for associations. The goal is to overcome formulaic thinking and activate non-standard connections. Aria: advertising, design, education, invention. Type of thinking: associative, provocative. Structure: medium. Interaction: individual or group (3–6 people). Duration: 20–40 minutes. High level of innovation. Ideal for online implementation (word and image generators). Templates: stimulus banks, connection matrices.
2. Picture Stimuli. Method of provoking ideas through random images and visual objects.
Principle: looking at pictures and searching for metaphorical connections with the problem. The goal is to activate visual thinking and overcome verbal limitations. Aria: design, advertising, architecture, therapy. Type of thinking: visual, metaphorical. Low structure. Interaction: individual or group. Duration: 15–35 minutes. High innovation. Online implementation is excellent (Pinterest, galleries). Templates: image collections, visual boards.
3. Other Sensory Languages. Method of using non-dominant sensory channels (sound, taste, smell, touch) to generate ideas.
Principle: switching perception and searching for synesthetic connections. The goal is to expand the sensory range and activate rare channels of perception. Aria: product design, cooking, music, multimedia. Type of thinking: multisensory, synesthetic. Low structure. Interaction: individual or group. Duration: 20–45 minutes. Innovativeness is very high. Online implementation is limited (mainly audio-visual stimuli). Templates: sensory kits, synesthetic cards.
4. Sensory Stimulation (musical, tactile, synesthesia). Method of altering the state of consciousness through intense sensory stimuli.
Principle of operation: overloading or depriving sensory systems to activate new neural connections. The goal is to generate non-standard ideas and synesthetic experiences. Aria: music, visual arts, meditative practices, experience design. Type of thinking: synesthetic, altered. Structure: medium (sensory protocols). Interaction: individual or group. Duration: 15–60 minutes. Innovation: very high. Online implementation is partially possible (audio-visual stimuli). Templates: music playlists, sensory installations, tactile materials.
5. Sensory Overload or Deprivation. A method of radically changing the sensory flow by maximizing or minimizing it, which puts the brain into non-standard modes of operation.
Principle of operation: creation of extreme sensory conditions, destruction of habitual patterns of perception, activation of compensatory brain resources. Purpose: to break out of automated modes of thinking, stimulate creative states, explore the limits of perception. Aria: experimental art, consciousness research, innovative design, spiritual practices. Type of thinking: extreme, adaptive. Structure: highly structured in terms of conditions. Interaction: individual, under the supervision of a specialist. Duration: 20–90 minutes of exposure. Innovation: extremely high. Online implementation: limited (virtual reality). Templates: float chambers, white rooms, VR environments, safety protocols.
6. Creative Rituals Technique. A method of creating special conditions, actions, and an atmosphere that allow incubation and creative processes to be regularly triggered through ritualization.
Principle of operation: formation of repetitive behavioral patterns, reinforcement of conditioned reflexes for creativity, use of symbolic actions. Purpose: to tune the psyche to a creative mode, create stable triggers for creativity, and increase the productivity of creative sessions. Aria: creative professions, writing, research, personal development. Type of thinking: ritualistic, programming. Structure: very high due to the ritualistic scheme. Interaction: mainly individual. Duration: 15–45 minutes of ritual + work on ideas. Innovation: average, emphasis on stability. Online Implementation: partially (digital rituals are possible but less effective than physical ones). Templates: ritual protocols, action checklists, symbolic objects.
7. Creative Chaos Method. A method of using a chaotic and unstructured environment to provoke unexpected associations and activate nonlinear thinking.
Principle of operation: organizing a disorderly work environment, randomly distributing materials, allowing chaos to influence the course of thought. Purpose: to destroy excessive structure, stimulate random discoveries, and develop nonlinear thinking. Aria: art, design, invention, research, experimental practices. Type of thinking: chaotic, associative. Structure: intentionally absent. Interaction: individual or group in chaotic conditions. Duration: arbitrary session duration. Innovation: very high for unexpected insights. Online Implementation: partially (digital chaotic environments). Templates: disorderly workshops, random materials, disorganization techniques.
8. Hemispheric Alternation. A method of conscious switching between analytical and creative modes through the activation of different hemispheres of the brain.
Principle of operation: alternation of logical and creative tasks, use of different sensory channels, change of types of physical activity. Purpose: optimization of cognitive resources, prevention of mental fatigue, unlocking creative potential. Aria: education, science, creative professions, project management. Type of thinking: integrative, balancing. Structure: high due to switching protocols. Interaction: individual or group. Duration: cycles of 25–45 minutes with alternation. Innovation: average, emphasis on efficiency. Online Implementation: good (various types of digital activity). Templates: switching protocols, cycle timers, sets of different types of tasks.
9. Entering a Serene Space. A method of creating a special physical or mental space of silence and tranquility to stimulate natural creative processes through deep relaxation.
Principle: creating an atmosphere of safety, minimizing external stimuli, relaxing the body and mind, allowing thoughts to flow freely. Purpose: reducing stress levels, activating the parasympathetic nervous system, creating conditions for insights, restoring internal energy. Aria: creativity, therapy, spiritual practices, stress rehabilitation, personal development. Type of thinking: peaceful, restorative. Structure: moderate through the organization of space. Interaction: individual. Duration: 20–60 min stays. Innovation: average, value in restoring resources. Online Implementation: partially (virtual meditative environments, online practices). Templates: design of spaces of peace, relaxation techniques, symbolic attributes.
5. Visual-Graphic Methods
Approaches to idea visualization through images, diagrams, maps, and drawings.
Visual and graphic methods
Visualization of ideas, presenting them in the form of diagrams, drawings, maps
1. Mind Mapping/Creative Intelligence Maps (Tony Buzan, 1970s). A method of visualizing ideas in the form of a tree structure, where the key concept is placed in the center, and branches with associations, sub-ideas, and connections diverge from it.
Principle of operation: use of radiant thinking, graphic elements, keywords, and associations. Purpose: structuring information, generating new connections, developing memory and creativity. Aria: education, business, project planning, personal productivity. Type of thinking: associative, visual. Structure: medium — fixed map form, but free content. Interaction: individual or group. Duration: from 20–30 minutes to several hours. Innovation: high in simplifying and accelerating thinking. Online implementation: possible (using digital mapping tools). Templates: ready-made mind maps, digital platforms (MindMeister, XMind).
2. Scribing / Visual thinking (Rudolf Arnheim, 1966). A method of presenting ideas, concepts, and processes through quick drawings, diagrams, and graphic notes accompanying verbal explanations.
Principle: visualization of key meanings during a discussion or lecture, recording ideas in an accessible form. Purpose: to make abstract ideas concrete, to increase engagement and understanding. Aria: education, facilitation, presentations, strategic sessions. Type of thinking: visual, associative. Structure: medium — free drawings, but with logical connections. Interaction: group, especially in training and brainstorming. Duration: flexible, from 10 minutes to long sessions. Innovation: medium, but highly effective in communication. Online Implementation: possible (using graphics tablets and whiteboard services). Templates: iconography, diagrams, posters.
3. Visual Thinking (Robert McKim, 1972). A concept and method for teaching perception and generating ideas through images, drawings, diagrams, and visual associations.
Principle of operation: transition from verbal and abstract to visual and figurative thinking, use of sketches and visual metaphors.
Purpose: to develop the ability to think in images and find unconventional solutions. Aria: design, engineering, architecture, creative industries. Type of thinking: imaginative, associative. Structure: low — free forms of visualization. Interaction: individual or group. Duration: from 30 minutes to entire courses. Innovation: high in stimulating an interdisciplinary approach. Online Implementation: possible (using graphics programs and whiteboard services). Templates: visual notebooks, symbol sets, association maps.
4. Visual Fantasizing/ Mental Journeys (Guided Imagery, Daydreaming, 20th century). A method of consciously using imagination to generate ideas through mental images, fantasy scenarios, and imaginary journeys.
Principle: creating vivid images and situations in the mind to find new solutions. Purpose: to stimulate creativity, find insights, and remove blocks. Aria: psychotherapy, art therapy, education, innovation. Type of thinking: associative, figurative. Structure: low — complete freedom of imagination. Interaction: mostly individual, possibly group (with a facilitator). Duration: 20–60 minutes. Innovation: high for personal insights. Online Implementation: possible in the form of meditation and facilitation. Templates: visualization scenarios, image cards.
5. Imaginary Wandering / Image Streaming (Win Wenger, David Glauberman (1999). A method of free mental travel through unreal, fantastic, or impossible scenarios to search for creative ideas.
Principle of operation: removing the limitations of reality, exploring imaginary worlds. Purpose: to develop divergent thinking and find unexpected solutions. Aria: creativity, literature, innovative design. Type of thinking: divergent, imaginative. Structure: very low — complete freedom. Interaction: individual or group in a playful form.
Duration: 15–45 minutes. Innovation: moderate, but stimulates imagination. Online Implementation: possible (through facilitation, storytelling). Templates: scenario cards, game cards.
6. Guided Visualization (Roberto Assagioli, 1965, Shakti Gawain, 1978). A creative thinking method in which a facilitator or scenario guides participants through a series of images and metaphors to search for ideas.
Principle: guiding the imagination through prepared scenarios, visual and sensory images. Purpose: to remove barriers, generate insights, and form new ideas. Aria: psychotherapy, coaching, facilitation, art therapy. Type of thinking: figurative, metaphorical. Structure: medium — due to the scenario. Interaction: mostly group, but individual interaction is possible. Duration: 20–40 minutes. Innovation: high when conducted correctly. Online Implementation: possible (using media and audio guides). Templates: ready-made scenarios, meditation tracks.
7. Dreamstorming (Robert Olen Butler, 2005). A method of finding ideas through the conscious use of dreams, reveries, and semi-conscious states.
Principle: recording images and associations that come during sleep or dreams and interpreting them creatively. Purpose: access to subconscious resources, search for unusual ideas. Aria: creativity, psychotherapy, innovation. Type of thinking: figurative, associative. Structure: low — free recording of dreams and reveries. Interaction: individual, less often group (discussion of dreams). Duration: 15–60 min. Innovation: high thanks to non-trivial insights. Online Implementation: possible (dream sharing, group discussion). Templates: dream journals, association cards.
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’s Creative Strategy (Robert Dilts, 1994). A method for solving creative problems by sequentially assuming three roles: Dreamer (idea generation), the Realist (practical development), and the Critic (evaluation and improvement).
Principle: clear separation of the phases of the creative process, complete immersion in each role, no mixing of functions in a single phase. Purpose: balanced development of ideas, overcoming one-sided thinking, and creating viable creative solutions. Aria: product design, business planning, screenwriting, strategic planning. Type of thinking: sequential-role-based, structured. Structure: very high through role-based phases. Interaction: individual or group of 3–8 people. Duration: 60–120 minutes for a full cycle (20–40 minutes for each role). Innovation: high due to the balance of creativity and feasibility. Online Implementation: excellent (virtual rooms for each role). Templates: role protocols, checklists for each phase, and role cards.
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.
Principle: selecting wise counselors, getting into their mindset, formulating questions, and receiving answers on their behalf. Purpose: to access the wisdom of different traditions, broaden perspectives, and overcome the narrowness of one’s own experience. Aria: strategic planning, personal development, ethical dilemmas, difficult life decisions. Type of thinking: wise, multi-perspective. Structure: moderate through dialogue. Interaction: individual or group of 3–6 people. Duration: 30–60 minutes of consultation with advisors. Innovation: medium-high for wise decisions. Online Implementation: excellent (virtual advisors, AI personas). Templates: gallery of wise men, dialogue protocols, banks of wise sayings.
3. Role Playing, Role-Storming (Superhero/Napoleon Method) (Rick Griggs, 1980s). A method of generating ideas from the perspective of fictional characters, superheroes, or people with unusual abilities to overcome the limitations of one’s own thinking.
Principle: choose a character with unique abilities, fully immerse yourself in the role, generate solutions from the character’s perspective, adapt to reality. Purpose: to overcome mental limitations, access non-standard solutions, stimulate the imagination through play. Aria: product design, advertising, children’s education, team building, solving complex problems. Type of thinking: playful, free from limitations. Structure: moderate through role-playing structure. Interaction: group, 4–10 participants. Duration: 30–60 minutes of role-playing. Innovation: very high due to the removal of limitations. Online implementation: excellent (avatars, role-playing games) Templates: character gallery, ability cards, costumes, and attributes.
4. Hall of Fame (Michael Michalko, 1991). A method of imagining a gathering of outstanding historical figures to obtain their advice and ideas for solving contemporary problems through role-playing.
Principle: select historical figures, study their ways of thinking, role-play, generate solutions on their behalf. Purpose: to use the genius of the past for contemporary tasks, to expand the repertoire of thinking, to learn by imitating the great. Aria: strategic planning, innovation, leadership, education, scientific research. Type of thinking: historical, imitative. Structure: high, through historical figures. Interaction: group, 6–12 participants/roles. Duration: 60–120 min “hall of fame” session. Innovation: high due to ingenious methods. Online Implementation: excellent (virtual hall, costumes in video). Templates: biographical dossiers, methods of thinking of geniuses, role-playing protocols.
5. Other Perspectives (Other people’s points of view). A method of examining a problem from the perspectives of different stakeholders, groups of people, or even inanimate objects to obtain multiple views.
Principle of operation: identifying various stakeholders, putting oneself in their position, analyzing the problem from their point of view, synthesizing different perspectives. Purpose: comprehensive analysis of the problem, consideration of the interests of all parties, search for complex solutions, overcoming egocentrism. Aria: service design, social projects, urban planning, political planning, product design. Type of thinking: empathetic, multifaceted. Structure: high through a system of perspectives. Interaction: group, 5–12 participants. Duration: 45–90 minutes of perspective research. Innovation: medium-high for social innovation. Online implementation: excellent (role rooms, persona cards). Templates: stakeholder cards, empathy protocols, perspective matrices.
6. Playful Perception (Herbert L. Leff, 1984). A method of transforming serious problems into game tasks to relieve psychological tension and activate creative thinking through game mechanics.
Principle: reformulating the problem in game terms, adding game elements, using game rules, competitiveness. Purpose: to reduce stress from the complexity of the task, increase motivation, activate game thinking, and promote team cohesion. Aria: teamwork, education, innovative projects, complex technical tasks. Type of thinking: game-based, lighthearted. Structure: high, through game rules. Interaction: group, 4–15 participants. Duration: 45–90 min game sessions. Innovation: medium-high due to the removal of barriers. Online Implementation: excellent (game platforms, gamification). Templates: game mechanics, scoring systems, competition rules.
7. Improvisational Games “Yes, and…” (theatrical improvisation, Keith Johnston, 1979). A method for generating and developing ideas through the principle of unconditional acceptance of partners’ suggestions, followed by their development without criticism or denial.
Principle: accept any suggestion from a partner (“Yes”), add your own development (“and”), prohibit denial and blocking, and continuously build on the idea. Purpose: to create an atmosphere of creative support, develop spontaneity, overcome fear of mistakes, and promote team creativity. Aria: teamwork, brainstorming, acting training, education, team building. Type of thinking: improvisational, supportive. Structure: low, spontaneous process. Interaction: group, 3–12 participants. Duration: 20–45 minutes of improvisational exercises. Innovation: high due to collective creativity. Online Implementation: good (video conferencing, theater platforms). Templates: improvisational exercises, “Yes, and” rules, game scenarios.
8. Playful and Humorous approach. A method of using humor, wordplay, absurdity, and comedy techniques to remove mental blocks and generate unexpected creative solutions.
Principle: finding the funny aspects of a problem, using comedy techniques, playing with absurdity, removing seriousness. Purpose: overcoming mental rigidity, reducing stress, creating a positive atmosphere. Aria: advertising, entertainment, teamwork, education, complex negotiations. Type of thinking: humorous, playful. Structure: low, spontaneous development. Interaction: group, 3–10 participants. Duration: 30–60 min. Innovation: high due to unexpected twists. Online Implementation: excellent (comedy formats, memes, videos). Templates: comedy techniques, joke banks, game formats.
9. Dramatization/Process Drama.(Gavin Bolton and Dorothy Heathcote, 1979). A method of “bringing to life” ideas and decisions through theatrical embodiment, role-playing, and dramatic performance for better understanding and development.
This “dramatization” fosters deep engagement, problem-solving, and understanding of curriculum topics through lived experience.
Principle: transforming an idea into a script, assigning roles, theatrical embodiment, reflection through action. Purpose: testing ideas through action, emotional involvement, revealing hidden aspects, team understanding. Aria: service design, training, therapy, team projects, social innovation. Type of thinking: dramatic, embodied. Structure: medium through script structure. Interaction: group, 5–15 participants. Duration: 60–120 minutes, including preparation and play. Innovation: medium, focus on testing ideas. Online Implementation: limited (virtual spaces, but better in person). Templates: script structures, role cards, game props.