Creative Problem Solving

Your constantly-updated definition of Creative Problem Solving and collection of videos and articles. Be a conversation starter: Share this page and inspire others!
263 shares

What is Creative Problem Solving?

Creative problem solving (CPS) is a process that design teams use to generate ideas and solutions in their work. Designers and design teams apply an approach where they clarify a problem to understand it, ideate to generate good solutions, develop the most promising one, and implement it to create a successful solution for their brand’s users.  

An illustration of a tilted square showing a process in motion with Clarify, Ideate, Develop and Implement shown on it.

© Creative Education Foundation, Fair Use

Table of contents

Why is Creative Problem Solving in UX Design Important?

Creative thinking and problem solving are core parts of user experience (UX) design. Note: the abbreviation “CPS” can also refer to cyber-physical systems. Creative problem solving might sound somewhat generic or broad. However, it’s an ideation approach that’s extremely useful across many industries.  

Not strictly a UX design-related approach, creative problem solving has its roots in psychology and education. Alex Osborn—who founded the Creative Education Foundation and devised brainstorming techniques—produced this approach to creative thinking in the 1940s. Along with Sid Parnes, he developed the Osborn-Parnes Creative Problem Solving Process. It was a new, systematic approach to problem solving and creativity fostering.  

Diagram of CPS process showing Fact finding, Idea finding and Solution finding with 12 sub-sections.

Osborn’s CPS Process.

© IdeaSandbox.com, Fair Use

The main focus of the creative problem solving model is to improve creative thinking and generate novel solutions to problems. An important distinction exists between it and a UX design process such as design thinking. It’s that designers consider user needs in creative problem solving techniques, but they don’t necessarily have to make their users’ needs the primary focus. For example, a design team might trigger totally novel ideas from random stimuli—as opposed to working systematically from the initial stages of empathizing with their users. Even so, creative problem solving methods still tend to follow a process with structured stages. 

What are 4 Stages of Creative Problem Solving?

The model, adapted from Osborn’s original, typically features these steps:  

  1. Clarify: Design teams first explore the area they want to find a solution within. They work to spot the challenge, problem or even goal they want to identify. They also start to collect data or information about it. It’s vital to understand the exact nature of the problem at this stage. So, design teams must build a clear picture of the issue they seek to tackle creatively. When they define the problem like this, they can start to question it with potential solutions.  

  1. Ideate: Now that the team has a grasp of the problem that faces them, they can start to work to come up with potential solutions. They think divergently in brainstorming sessions and other ways to solve problems creatively, and approach the problem from as many angles as they can.  

  1. Develop: Once the team has explored the potential solutions, they evaluate these and find the strongest and weakest qualities in each. Then, they commit to the one they decide is the best option for the problem at hand.  

  1. Implement: Once the team has decided on the best fit for what they want to use, they discuss how to put this solution into action. They gauge its acceptability for stakeholders. Plus, they develop an accurate understanding of the activities and resources necessary to see it become a real, bankable solution.  

What Else does CPS Involve?

A diagram showing Divergent and Convergent thinking as a process between a problem and solution.

© Interaction Design Foundation, CC BY-SA 4.0

Two keys to the enterprise of creative problem solving are:  

Divergent Thinking

This is an ideation mode which designers leverage to widen their design space when they start to search for potential solutions. They generate as many new ideas as possible using various methods. For example, team members might use brainstorming or bad ideas to explore the vast area of possibilities. To think divergently means to go for:  

  • Quantity over quality: Teams generate ideas without fear of judgment (critically evaluating these ideas comes later). 

  • Novel ideas: Teams use disruptive and lateral thinking to break away from linear thinking and strive for truly original and extraordinary ideas.  

  • Choice creation: The freedom to explore the design space helps teams maximize their options, not only regarding potential solutions but also about how they understand the problem itself.  

Author and Human-Computer Interactivity Expert, Professor Alan Dix explains some techniques that are helpful for divergent thinking:  

Show Hide video transcript
  1. 00:00:00 --> 00:00:30

    What I want to do now is talk about a  few other kinds of divergent techniques. Creativity has two sides to it. There's being *novel* and being *useful*. There's a *divergent side* – that's having  lots and lots of bright ideas –  and a *convergent* side – that tries to  turn those ideas into something that's more useful and buildable. So, first of all, I want to talk about *oxymorons*.

  2. 00:00:30 --> 00:01:01

    If you want to use this in a more directed way,  actually as perhaps a way of helping you to ideate about your problem, you want  to focus on something specific. One way to do that is just to look at  something and think, 'What do I normally think of as an essential characteristic of this  thing?' And think of a *concrete feature*. It's hard to think nicely abstractly; think concrete. And then just in some way negate it or remove it. So, I've got a couple of examples here. You might think of the word processor with no cursor.

  3. 00:01:01 --> 00:01:30

    If there's no cursor, how do you know where you're going to type? Well, maybe that's part of the fun of it, and, in fact, if you've got a touchpad,  I accidentally keep touching my touchpad and the cursor jumps all over the place; actually, that's annoying. But are there some advantages of that? You know – perhaps it helps create juxtapositions that you haven't thought of before (perhaps a good creativity technique)? Could you have a word processor with no cursor? One that you perhaps when you type the text always appeared in a sort of fixed area and then you dragged it to where you wanted it?

  4. 00:01:30 --> 00:02:00

    So, certainly it forces you to think like that. You might have PowerPoint with no projector, but then you might think, 'Well, if I had no projector, would I still find my PowerPoint useful? Well, perhaps it would help me to guide what I'm talking about.' So, just like here, I'm talking to video, but I also have slides. And they're probably going to end up being edited to different slides by the time you see them. But they're still doing a job for me. So, that's a bit about oxymorons. Let's move on to a different divergent technique – *random metaphors*.

  5. 00:02:00 --> 00:02:30

    So, the idea here is you think about something;  and my window is closed, so I'm not getting too much direct light, but I'm just glancing around the room. I have here a little bag that I put things in that goes into my suitcase when I travel. And it's got things like, I think, a little hard disk drive in and plenty of teabags because I like lots of teabags. So, random metaphor:

  6. 00:02:30 --> 00:03:05

    A word processor is like a bag that goes into my suitcase, or a word processor is like a teabag. So, I usually find it, if I want to think of a random metaphor, if you're not careful, 'I think, "A word processor is like..." and then I go for a quill pen'? You know – because – you know – I'm not being that random, so I usually try and really make it random, or... reach for your dictionary! A word processor is like a fingertip, or the word above 'fingertip' was 'fingerprint'.

  7. 00:03:05 --> 00:03:31

    So, random metaphors. In fact, the first time I articulated random metaphors was one of two times in my life I can remember getting a spontaneous round of applause from an undergraduate lecture. Now, it is quite tough getting applause from an undergraduate lecture. And I won't act it with quite the vigor I did for the lecture, because I'm going to knock the  camera over if I do. But the idea is:

  8. 00:03:31 --> 00:04:02

    There was Professor Schwartz. And Professor Schwartz is getting on a bit, and he's at this networking conference, a big international networking conference. And he's been around for years, and often behind the scenes – he's the man who was behind the internet – you know. You know about ARPANET and how it all started, but he was one of the key figures. Wi-Fi – you know – again started in the Xerox (inaudible), but Professor Schwartz was the person  they always talked to and

  9. 00:04:02 --> 00:04:31

    really a lot of the ideas came from. And Professor Schwartz is at the desk, at the lectern in front, and he's talking, he's looking up and he said, 'Ah...' – you know – and he's giving the major keynote for this conference. And he's getting on a bit, so maybe it's the last time  he'll give a keynote. And he's giving this keynote at this conference, and he does it with the vigor and commitment that he always does. And he said, 'The metaphor, the image, the idea of  networking in the next century is...'

  10. 00:04:31 --> 00:05:03

    (coughing) And he obviously has a little bit  of a problem (inaud.); he's getting on a bit, so you expect this. (Coughing) He sorts himself out, perhaps takes a quick drink of water. Okay, and he continues. 'The image –' (coughing) 'The image of networking for the next century –' (coughing) 'is... The image of networking for  the next century is spaghetti bolognese.'

  11. 00:05:03 --> 00:05:31

    (coughing) He's getting a bit red in the face by this point, and to be honest, the audience are getting a  little worried. But, anyway, he continues. (coughing) 'The image of networking for  the next century is spaghetti bologn—' (coughing) 'spaghetti bolognese with parmesan on top.' And with that, he falls to the ground.

  12. 00:05:31 --> 00:06:03

    Now, to this day, I'm never sure whether the spontaneous applause was because of the  skill of my acting at that point or was because they thought I'd actually died  and were glad that the lecture had ended. However, I'll let you make your own  decisions on that one. The crucial thing is, imagine this conference happened. Everybody goes home afterwards and they think – well, first of all, they mourn the passing of Professor Schwartz because he was such a figure in their area. But then they start to think – now, I don't know

  13. 00:06:03 --> 00:06:32

    if you know any networking people; networking people do *layers* a lot; they talk about layers. So, if it had been lasagna, they'd have understood. But it was spaghetti bolognese. And this parmesan cheese was  clearly critical – you know – he *died* getting those words out. What did it mean? Can you imagine the creativity of the ideas as all those people went back to laboratories and said, 'What was it he meant? What could be the meaning behind this?'

  14. 00:06:32 --> 00:07:00

    Whether any of them would be the meaning that Schwartz had in his head, who knows? But so much creativity. So, Choose your random metaphor; take it from the dictionary. Glance around your room. But imagine you've been given that metaphor  by the ultimate person in your discipline. What does it mean? Play with it. Live  with it. And see if you get some ideas.

  15. 00:07:00 --> 00:07:30

    Okay, let's move on; more – oh,  more brilliant, so we've had the genius in your field; now we have the brilliant designer... *of awful things*. So, one of the reasons you might come to a  design is because there's something existing and it doesn't work very well. So, either you're going to completely redesign it; you're going to do a new word processor, for instance, or you're just going to fix some feature that's wrong with it. And there are things about it you *hate*.

  16. 00:07:30 --> 00:08:01

    They're really bad, and the users hate them as well – really bad. Imagine that actually you know the person who designed it was an absolutely brilliant designer in their area. Now, obviously they made a bit  of a hash up because things are going wrong. But that feature that's causing problems – imagine it was done *for a reason*. So, and I hadn't thought of examples  before then,

  17. 00:08:01 --> 00:08:33

    but I was mentioning actually with touchpads when the way my finger touches it and the text goes all over the place. That's a terrible thing to happen, but does that make me think about my writing more? I mean, actually, I think it doesn't. But never mind; let's imagine – what are the positive things behind the fact that when my thumb touches the  touchpad, my cursor jumps all over the place? If you can imagine that there  was a really good reason for that, even though it doesn't work for other purposes, one is you start to have new ideas, but the other thing is

  18. 00:08:33 --> 00:09:01

    if that reason actually  is an advantage, it's happening for people, if you change it without being aware of that, if you edit and change the software, you might get rid of the problem that people are having, but you also might lose that advantage. So, by understanding the advantages of the thing that you're going to deal with, then you can start to change it in a way that preserves those strengths as you get rid of the weaknesses. So, this is a bit like bad ideas – analyzing those bad ideas.

  19. 00:09:01 --> 00:09:30

    And, in fact, the prompts that I gave you for the bad ideas you can apply to the software. You know – what is *good* about it? What's *really bad* about it? Not just the surface thing that's bad about it? You know – so the fact that my thumb when it touches the touchpad makes the cursor jump, in itself that's not a bad thing. The problem is that as I type, my typing goes into a random place. So, what's really deep? What's not just the surface thing that's wrong? What are the deep things that are wrong? But also, what's good? What's positive?

  20. 00:09:30 --> 00:10:02

    Okay, and last on these, this  series of divergent techniques, I want to talk about *arbitrary constraints*. Now, in one sense, you'd think being divergent is about breaking boundaries, living without constraints,  opening up. Weirdly – and this is something that's been found again and again in the creativity literature – is: *sometimes adding constraints can help people be more creative*. So, when you start with that blank piece of paper,

  21. 00:10:02 --> 00:10:31

    it can be hard, can't it? The tabula rasa. '...Ah!' – you know. I want my wonderful bright idea.... Nothing comes. What happens often is if there is a constraint, so 'I'm going to design a new word processor, but it has to look exactly like the existing spreadsheet,' or 'I'm going to design a new mobile phone, but it has to

  22. 00:10:31 --> 00:11:02

    work when somebody's holding it in their left hand while bicycling.' You put a very strong constraint on it – you know. 'I'm going to design a chair, but it's going to be a metal chair, not a random chair – it's going to be made of metal, or papier-mâché.' You put a constraint. When you do that, people are forced – one is it makes it more concrete; so, it's in some sense easier, but you're also forced to be creative about that process, about pushing those constraints together. In reality, we always work within  constraints, but sometimes adding constraints

  23. 00:11:02 --> 00:11:32

    – now, they could be silly constraints or they could be just more fixed ones that make sense but aren't necessarily really given by the problem. Now, you might later on remove the constraint. But *adding the constraint helps you to think more clearly and more concretely*, and *often more creatively*. So, you can do that with *materials*. Another way you often do that is with *time*. I don't know if you've noticed it – if there's a hard deadline,

  24. 00:11:32 --> 00:11:56

    have you noticed the way you just, you think you're going to work  hard on it, and you do, and... Not a lot happens. And then, suddenly, as  the deadline approaches... and all sorts of stuff happens. So, sometimes, not having much of something or having been forced to do something is better than having complete freedom, even if you want to think out of the box and creatively.

  

Convergent Thinking

This is the complementary half of the equation. In this ideation mode, designers analyze, filter, evaluate, clarify and modify the ideas they generated during divergent thinking. They use analytical, vertical and linear thinking to isolate novel and useful ideas, understand the design space possibilities and get nearer to potential solutions that will work best. The purpose with convergent thinking is to carefully and creatively:  

  • Look past logical norms (which people use in everyday critical thinking). 

  • Examine how an idea stands in relation to the problem.  

  • Understand the real dimensions of that problem.    

Professor Alan Dix explains convergent thinking in this video:  

Show Hide video transcript
  1. 00:00:00 --> 00:00:31

    In this lesson, we're going to  now look at convergent techniques. I'm just going to take us to that formula  for creativity: *structure plus diversity*.   So, on the left, we've got the problem – the thing that we're looking for solutions to. We've then got this – and on the right the solution. The initial stages we've been thinking about are these divergent stages,

  2. 00:00:31 --> 00:01:00

    the jumps of insight, and the bad idea is a particular example of that. But then we need to go and sort of tighten down towards a single solution because in the end what we've got to do is deliver to somebody, whether it's a piece of software or whether it's a design, but something that actually solves the need and can be used. In fact, if we think about a divergent thinker, we're thinking about somebody who's creative, who thinks differently,  who's perhaps exciting or interesting,

  3. 00:01:00 --> 00:01:32

    maybe just a little mad, but in some way perhaps a positive image from a creativity point of view. However, if we think about *convergent thinking*,  it feels actually *conservative*; it feels *uncreative*; it's all about the sameness, about plodding and about going down the same paths, maybe just a little bit boring. It seems like there's a gulf between the two, as if there couldn't be any connection between them.

  4. 00:01:32 --> 00:02:01

    But in fact, if anything, that's far from the truth; the two actually are all about *working together*. What we'll do is going to remind ourselves about some of the reasons why we might want divergence in the first place, and that will help us to see why convergent thinking is also very, very important. So, let's first of all – why do we need divergence? Actually, the answer is *sometimes you don't* – you don't need to always be a divergent thinker.

  5. 00:02:01 --> 00:02:33

    Sometimes, the ant-like plodding from place to place works. You might have a problem. There might be a standard process that gives  you a solution that everybody's happy with. You know – if that's the case, no need to have lots  of bright wild ideas; you just do the same thing. For instance – you know – somebody comes to you; they're wanting a new website for a trucking company, and you happen to have a few years ago done – a different trucking company; you take the general

  6. 00:02:33 --> 00:03:04

    pattern for that, you reapply it to a new one, and everybody's happy. Easy peasy. Of course, we know that design doesn't always  work like that. Sometimes there is no obvious right solution. To talk about 'the solution', there's *a* solution, not necessarily the right solution, and often what we do in design is we start with a problem, generate lots of different initial ideas, and then just sort of have a feel of how good they are – you  know. And some you might instantly reject and

  7. 00:03:04 --> 00:03:34

    say 'that's terrible', others you think 'oh yes, that's really good', others a bit in between. There are lots of these times when we have to generate lots of different ideas and then make decisions between them. There's another time when we need divergence  as well, though, which is when we get to a problem. So, sometimes we start with a problem – well, we  always have a problem; we have our initial need; we think we know where the solution is. So, for instance, imagine our website again. We've got a standard theme and way of building websites that we use time and time again.

  8. 00:03:34 --> 00:04:05

    Somebody comes with a new need for a website. We think, 'That's fine. We'll just put it into our standard framework.' So, you start off with your standard process,  you think it's going to work, you start with it ...and then you get stuck. Something happens  in the middle; there is some problem, some technical issue, some aesthetic issue that  actually blocks you. So, for instance, you might be using your standard theme to your website, but maybe it's designed implicitly assuming that there was never a huge category with lots and lots of pages in.

  9. 00:04:05 --> 00:04:34

    And for some reason maybe it's lots of products or something like that – you end up with one of these categories and the menu ends up with lots and lots of items – so many that it doesn't fit on the page, and there's no nice way to scroll, and you think, 'Ah! It's failing!' And then what you do is you start to think of alternate ideas. You might start to look at other frameworks, other themes. Some of those will encounter problems as well, but eventually you try and find something  that is not your original idea of how you

  10. 00:04:34 --> 00:05:00

    proceed but gets you to the solution. So, that's another reason why you want divergence. So, what about *convergence*? You know – so, obviously we need divergence. We've got reasons why that might happen. Where does convergence come into this? What we're going to do is start off with those ideas where you have lots and lots of ideas. You've got a problem, you've generated lots of ideas, and then you need to filter them down.

  11. 00:05:00 --> 00:05:31

    So, part of convergence is about going from all those ideas to *one solution*. One way you do that is simply to  look at them, decide some are just non-starters, put those in the bin; progress the others a little  bit – you know – develop them a bit more. This is a classic thing you'll have done if you're involved  in graphic design, for instance. You often generate lots and lots of ideas, some of them that you decide you don't like, some of them the customer doesn't like, others you start to develop a bit and you look at them in more detail.

  12. 00:05:31 --> 00:06:00

    Perhaps eventually plump for one of them, generate the solution from that. So, there's the process – there's a bit of extra generation going on, but a lot of it is just about filtering. It's about throwing out and ending up with one of them. *Evaluation is the key to this.* And this is why in user interfaces, a new user experience, evaluation is such an important thing. Sometimes you can't actually work out what you want, so you generate lots of things and then you evaluate them and see which has worked out good.

  13. 00:06:00 --> 00:06:32

    This has – in one sense, there's a model of  creativity that's going on here, which is   a variation of this diversity plus  structure. It's about *generate and filter*. The diversity is the generation – you generate lots of ideas, and then you filter them down. And this does work, not a hundred percent but quite a lot of creativity can be seen in these terms. So, one way to think about this is about typing  monkeys, and you might have heard the story about

  14. 00:06:32 --> 00:07:00

    if you have enough monkeys or you leave  a monkey long enough, eventually it'll type out the complete works of Shakespeare. You might have to wait a very long time for your one monkey. But instead of that, perhaps you don't have one monkey – perhaps you have four monkeys or rooms full of monkeys. So, imagine a warehouse and in the warehouse there's desk after desk after desk. And each day trucks come and throw loads of bananas into  the warehouse.

  15. 00:07:00 --> 00:07:30

    And in the warehouse there is row after row after row after row of typing monkeys. And then there's the *assessor*. And the assessor is a human. And she wanders up and down the rows of monkeys, looking at what they're typing. A lot of the time it's just gibberish. And every so often she comes across something, and perhaps it says, 'To be or not to be. That is the question.' She looks at that and she thinks, 'Wow! That's profound!',

  16. 00:07:30 --> 00:08:00

    pulls out the sheet of paper from the monkey's typewriter, perhaps puts a new one in for the monkey, then takes it to the warehouse door. And the warehouse has a door with a letterbox on it. Only most letterboxes are for posting things into the house. This is for posting out. So, she takes the piece of paper with 'To be or not to be. That is the question.', folds it up, posts it out through the letterbox. Outside the letterbox – it's a bit like Big Brother House – there's always press people waiting.

  17. 00:08:00 --> 00:08:30

    And when they see the the sheet of  paper pop out, they all pounce on it and look at it. And it says 'To be or not to be. That is the question.' And everybody goes, 'Wow! That's profound! There must be somebody really creative inside that warehouse.' Now, the question just to think about for a second is: Where is the creativity?

  18. 00:08:30 --> 00:09:03

    Is it in the rows and rows and rows of typing monkeys? —which is the divergent part of this process. Or is it in the assessor who looks at that piece of paper and thinks, 'Oh, that's a good one!'? Is it half and half? Or perhaps if you had  either the typing monkeys or you had the assessor on their own, there would be no creativity. It's actually when the two come together. So, let's go back to our filtering and evaluation.

  19. 00:09:03 --> 00:09:33

    So, one model, I said we have the selection or  the evaluation side, which is like our assessor; we have the generation side. Now, in  fact, things are never quite that simple. Our generation is not quite like typing monkeys,  and our assessment isn't always independent of our generation. Even in this model we've got, if you were doing this, if you've generated lots of ideas and then chosen some of them and tried to  develop others, quite likely in your final solution

  20. 00:09:33 --> 00:10:01

    you will have used elements of both or multiple ideas that you developed. So, you developed two ideas, went forward with them; you might choose one as the dominant one, but you might well use bits of inspiration from the other as you develop that into your solution. Even the ones that you reject quite early in the process, again there might be bits from them that have influenced what you're doing further on. So, it's not quite a matter of just choosing which one.

  21. 00:10:01 --> 00:10:30

    It's not like that assessor just choosing the best sheet of  paper that's got the best words on it, but actually a little bit of a more feedback process going on, even at this stage in this simple model. This takes us to the second kind of  convergence, which is about being analytic. So, here again, think about all of these ideas  that have been generated. What you also might do, and some of the things we've talked about doing already have elements of this,

  22. 00:10:30 --> 00:11:02

    is just look at all of those ideas – before  you start selecting them, before you choose which ones develop, just look at them and  think about them. And as you think about it, you build an understanding of the domain, of the problem space and perhaps of the set of potential solutions; so, you're starting to build this understanding of what's going on. When you've built that understanding, then  you're in perhaps a better position to be really clear about what your *criteria* are. So, you might know your criteria upfront.

  23. 00:11:02 --> 00:11:34

    They might be really simple ones like which is the fastest, which is the most efficient. But often life is a little bit more fuzzy than that, and it's actually only as you understand the problem can you start to formulate your criteria with which you're going to use to choose which ideas to take forward. You might be able to use that understanding  to actually ignore the ideas then and jump straight to a solution – say, 'Aha! Given what I've seen with all these ideas, actually now I know how to solve the problem.' And you go off and do it. You might use that understanding to generate new ideas.

  24. 00:11:34 --> 00:12:05

    And then, of course, from those new ideas you might generate new understanding. So, there's lots of ways you can use that understanding. But crucially, this is part of that process where you take that divergence and use it  in order to generate analytic understanding, models, concepts of what's going on. I think of this a bit like a cartographer. So, people have gone out into the field, they've gone in expeditions, they've come back and they've told you

  25. 00:12:05 --> 00:12:33

    they followed this river, they followed that path, they might have measured heights of mountains and done all sorts of things like that. And then, you're the cartographer and you've drawn the map. Now, you've got the map. Once you've got the map, you can then start to ask questions about, 'Well, if I want to go to somewhere new – somewhere perhaps that none of my individual people have gone to but they've perhaps surrounded in different ways, they've looked at from different directions,

  26. 00:12:33 --> 00:13:02

    you can start to plot a route on the map. It doesn't mean you won't have problems. There may be, for instance, a narrow chasm that was deep so you can't cross it but just wasn't very apparent to the people. So, it doesn't mean you won't have any problems, but certainly you're in a position to enter that territory in a  way with confidence you wouldn't have otherwise. Now, if you think about that in terms of the  web design or graphic design problem,

  27. 00:13:02 --> 00:13:35

    by having an *understanding* of the problem area, suddenly you're able to sometimes jump to that solution or to at least see ways past problems that you  can't do just by randomly trying things. So, in a way on its own, what divergence is being like is a divergent creativity on its own with nothing else; it's a bit like playing darts – you know – with a blindfold on. So, you can throw your darts and if you throw enough darts, sure enough, you'll probably hit the dartboard.

  28. 00:13:35 --> 00:13:45

    When you have that understanding that's come from analysis, it's like playing darts with your eyes wide open.

What are the Benefits of Creative Problem Solving?

Design teams especially can benefit from this creative approach to problem solving because it:  

  • Empowers teams to arrive at a fine-grained definition of the problem they need to ideate over in a given situation.  

  • Gives a structured, learnable way to conduct problem-solving activities and direct them towards the most fruitful outcomes.  

  • Involves numerous techniques such as brainstorming and SCAMPER, so teams have more chances to explore the problem space more thoroughly.  

  • Can lead to large numbers of possible solutions thanks to a dedicated balance of divergent and convergent thinking.  

  • Values and nurtures designers and teams to create innovative design solutions in an accepting, respectful atmosphere.  

  • Is a collaborative approach that enables multiple participants to contribute—which makes for a positive environment with buy-in from those who participate.  

  • Enables teams to work out the most optimal solution available and examine all angles carefully before they put it into action.  

  • Is applicable in various contexts—such as business, arts and education—as well as in many areas of life in general.  

It’s especially crucial to see the value of creative problem solving in how it promotes out-of-the-box thinking as one of the valuable ingredients for teams to leverage.   

Watch as Professor Alan Dix explains how to think outside the box:  

Show Hide video transcript
  1. 00:00:00 --> 00:00:34

    You've probably all heard that phrase  'thinking out of the box'. Everyone tells you, 'Think out of the box.' And it sounds so easy, and yet it's so difficult. If we're talking about theory and creativity, then we've got to think about *de Bono and lateral thinking*. So, if you're thinking out of the box, then lateral thinking is almost, not quite but almost, the same thing in different words.

  2. 00:00:34 --> 00:01:04

    And this idea of doing things that are breaking the mold, that are not following a line obviously covers a lot of creativity  techniques, but particularly lateral thinking, de Bono's lateral thinking. The idea there is you've got, wherever you are, you've got your problem; you've got your start point. *Linear thinking*, in de Bono's terms, is very much about trying to follow the standard path, going along. So, if you're doing mathematics, you might pull the standard techniques off the shelf.

  3. 00:01:04 --> 00:01:31

    If you're writing a poem, you might be thinking line by line and thinking how each line fits and rhymes with the one before – if you're doing rhyming poetry, that is. So, it's all about following the same path of reasoning going on and on. *Lateral thinking is about trying to expand.* So, instead of following the same path of  reasoning, are there *different places to start*? You know – are there different ways of thinking  from the way where you are?

  4. 00:01:31 --> 00:02:02

    So, it's about trying to expand your idea of where you are outwards. So, that might be thinking of different solution strategies, so it might be thinking of different ways to start. Crucially, though, if you want to see out of the box  or get out of the box, you actually often need to *see the box*. If you're literally in a cardboard box, you know you're in it. But mental boxes – you don't actually know you're in them. It's not that there's a cardboard wall and you don't go beyond it.

  5. 00:02:02 --> 00:02:31

    It's more like a hall of mirrors, so you  never realize there's anything outside at all. Sometimes, *unusual examples* can help you see that. And that's, again, part of the reason for the bad ideas method, like *random metaphors* – things that, as soon as you've got something that *isn't in the box*, even if it's not a very good thing, it  helps you to realize because you say, 'Well, *why* isn't this a good solution? Why doesn't it *work* as a solution?'

  6. 00:02:31 --> 00:03:00

    And as you answer that question about why, what you're doing is you're *naming that cardboard wall*. And once you've named the cardboard wall and you know it's there, you can start to think of what might be outside of that box but perhaps is a better solution. If you think about some of the analytic method— combining those, those are about building a map of the territory, which is very much about naming the box, naming the walls, naming the boundaries, and by naming them, by seeing from a  distance what is there,

  7. 00:03:00 --> 00:03:29

    being able to then think of alternative solutions that are completely different. So, both alternative solutions help you to see the territory, help you to see the box. Of course, by seeing the box, that gives you the potential to have alternative solutions and actually you can iterate back and forth between those and hopefully build a better understanding  of what is there and what is constraining you. If you understand what's constraining you, then you can start to break those constraints.

  

How to Conduct Creative Problem Solving Best?

It’s important to point out that designers should consider—and stick to—some best practices when it comes to applying creative problem solving techniques. They should also adhere to some “house rules,” which the facilitator should define in no uncertain terms at the start of each session. So, designers and design teams should:  

  1. Define the chief goal of the problem-solving activity: Everyone involved should be on the same page regarding their objective and what they want to achieve, why it’s essential to do it and how it aligns with the values of the brand. For example, SWOT analysis can help with this. Clarity is vital in this early stage.  Before team members can hope to work on ideating for potential solutions, they must recognize and clearly identify what the problem to tackle is.  

  1. Have access to accurate information: A design team must be up to date with the realities that their brand faces, realities that their users and customers face, as well as what’s going on in the industry and facts about their competitors. A team must work to determine what the desired outcome is, as well as what the stakeholders’ needs and wants are. Another factor to consider in detail is what the benefits and risks of addressing a scenario or problem are—including the pros and cons that stakeholders and users would face if team members direct their attention on a particular area or problem.   

  1. Suspend judgment: This is particularly important for two main reasons. For one, participants can challenge assumptions that might be blocking healthy ideation when they suggest ideas or elements of ideas that would otherwise seem of little value through a “traditional” lens. Second, if everyone’s free to suggest ideas without constraints, it promotes a calmer environment of acceptance—and so team members will be more likely to ideate better. Judgment will come later, in convergent thinking when the team works to tighten the net around the most effective solution. So, everyone should keep to positive language and encourage improvisational tactics—such as “yes…and”—so ideas can develop well.  

  1. Balance divergent and convergent thinking: It’s important to know the difference between the two styles of thinking and when to practice them. This is why in a session like brainstorming, a facilitator must take control of proceedings and ensure the team engages in distinct divergent and convergent thinking sessions.  

  1. Approach problems as questions: For example, “How Might We” questions can prompt team members to generate a great deal of ideas. That’s because they’re open-ended—as opposed to questions with “yes” or “no” answers. When a team frames a problem so freely, it permits them to explore far into the problem space so they can find the edges of the real matter at hand.  

An illustration showing the How Might We Formula with an example.

© Interaction Design Foundation, CC BY-SA 4.0

UX Strategist and Consultant, William Hudson explains “How Might We” questions in this video:  

Show Hide video transcript
  1. 00:00:00 --> 00:00:30

    How might we is a method that helps us to understand design problems by translating them into actionable questions. It ensures we are solving the right problem, leaving enough space for the ideas to be innovative but giving enough focus so everyone knows what to do. Let's look at an example. In this school, all classes have plants. Some are doing fine. Some are struggling. But most of them die very quickly, although the students put a lot of effort into caring for them.

  2. 00:00:30 --> 00:01:01

    How could we help them? Start with uncovering problems. In general, the students lack knowledge about plants. There are so many! It's difficult to remember what each one needs. There is also poor care tracking. It’s hard to keep track of what needs doing and what was already done. These problems are complex and difficult to solve. Let’s use the How Might We ideation system to generate creative solutions. How might we + intended action (as a verb) +

  3. 00:01:01 --> 00:01:30

    For + the potential user (as a subject) + So that + Desired Outcome. Start with the problems you uncovered. Our first HMW could be something like “How might we prevent plants from dying?” Great start. But it's not specific enough. Also, positive language encourages creativity and opens up possibilities. So “improved plant care” would be more effective than “prevent plants from dying”.

  4. 00:01:30 --> 00:02:00

    Avoid suggesting a solution. You might be tempted to be more prescriptive. “How might we provide an app for students so that they keep the plants in good health?” But maybe a paper tracker would be enough. That's why it's better to keep solutions out of HMW questions. Keep your HMW broad. “How might we improve plant water scheduling for students so that daisies are adequately watered?” This is too specific.

  5. 00:02:00 --> 00:02:31

    We're leaving unaddressed problems, excluding potential users, and the outcome is not all that we desire. Focus on the desired outcome. “How might we improve plant care for schools so that plants always have moist soil?” Moist soil is not a foolproof indicator of a healthy plant. Ask the class cactus. In this case, plant health is the desired outcome, not moist soil. With these tips in mind, our final HMW question is:

  6. 00:02:31 --> 00:02:43

    “How might we improve plant care for schools so that plants stay in good health? Remember that creating effective HMW questions is an iterative process. Repeat the steps as needed in your project.

  

  1. Use a variety of ideation methods: For example, in the divergent stage, teams can apply methods such as random metaphors or bad ideas to venture into a vast expanse of uncharted territory. With random metaphors, a team prompts innovation by drawing creative associations. With bad ideas, the point is to come up with ideas that are weird, wild and outrageous, as team members can then determine if valuable points exist in the idea—or a “bad” idea might even expose flaws in conventional ways of seeing problems and situations.  

Professor Alan Dix explains important points about bad ideas:  

Show Hide video transcript
  1. 00:00:00 --> 00:00:34

    In this video, I'm going to give you an exercise to do. It's going to be an exercise in *bad ideas*. This is where I tip your brain  towards madness. But hopefully – the boundary between creativity and genius and total madness is often said to be a thin one. So, by pushing you a little towards madness, I  hope to also push you a little towards creativity,

  2. 00:00:34 --> 00:01:03

    and hopefully you can control the madness that  comes there, but we'll see as it goes along. So, what I want you to do is – you know how hard  it is to think of good ideas; everybody says, 'Ah, let's have a brainstorming session – have lots of ideas!'... So, if it's so hard to think of good ideas, why  not think of a *bad idea*? So, what I'd like you to do as an exercise is just to think of a bad idea,

  3. 00:01:03 --> 00:01:31

    or a silly idea, a completely crazy idea. Now, it might be about something that you're doing at the moment. It might be a particular problem you've got. And so, what would be a really *bad idea* for sending notifications to people about something you want to get an engagement? Perhaps you could send them an email every three seconds or something like that. So, it could be that kind of bad idea, or it could be just an idea from the world.

  4. 00:01:31 --> 00:02:06

    So, and it could be a Heath Robinson sort of bad idea – something complex and arcane and that. Or perhaps – and this is probably a good one to start with – just an oxymoron. So, something like a chocolate teapot. So, something that *appears* to be really crazy, really silly: a car without an engine, I remember once in a session we had this, that doesn't seem like a good idea. So, you've got your bad idea – maybe a chocolate teapot or maybe the car with no engine

  5. 00:02:06 --> 00:02:32

    or something like that. And what I want you to do now is I'm going to take you through some prompt questions. First of all, this was a bad idea, right? The reason you chose it was because it was a bad idea. So, what I want you to do is say to  yourself, 'What is bad about this idea?' So, think of the car without an engine. What's bad about a car without an engine? Well, it doesn't have an engine; it's obvious, right?

  6. 00:02:32 --> 00:03:04

    So, you start off with that. Now, you might think a bit more. But then I want you to dig and say, 'Well, *why* is that a bad idea?' Well, it's not got an engine – it can't go anywhere. Then dig a bit back further. So, are there things that you can think of that are like that that have that property – so, for instance, the  car without an engine can't go anywhere. Are there things that can't go anywhere  that are actually a good idea? Well...

  7. 00:03:04 --> 00:03:32

    a garden shed – a garden shed doesn't go  anywhere, but that's not a bad idea. And, in fact, there are things you might not – you  might want to have something that can't be stolen. You don't want that to go anywhere, so that's  not a bad idea. So, if you can think of things that appear to share the bad thing but actually aren't bad, what's the difference? Why is not having an engine, why is not being able to go anywhere bad for the car but not bad for the garden shed?

  8. 00:03:32 --> 00:04:00

    And as you dig into this, hopefully  you start to understand better these things. You can also go the other way around.  So, you *know* this is a bad idea, but maybe there's something good about it. It hasn't got an engine – it's not polluting. Wow! We've got a green car! It will be green because all the moss will grow on it because it doesn't drive anywhere, but – you know – this is good, surely.

  9. 00:04:00 --> 00:04:36

    So, then you can think to yourself, 'Well, okay, if this is a good thing,' you can do the same sort of thing: 'Why is that a good thing?' Well, it doesn't choke you with its pollution. If you're finding this difficult, and  particularly this is true about the bad idea bit, you want to... with the bad idea, you want to change that bad thing into a good thing, and so this is whether you want  to find a good thing in the bad idea or you want to find a good use for the thing you've identified  that's bad. You might try a *different context*. So, if you take the car off the road and put it perhaps into something where it's

  10. 00:04:36 --> 00:05:00

    moved along by something, perhaps sitting on the back of a lorry; why, you might want that. Well... you might want it so you can easily move your car. You might put it on something that's dragged along. So, you sometimes change the context and suddenly something that seemed bad suddenly is not so bad. So, the final thing you could do with your bad idea is *turn it into a good idea*.

  11. 00:05:00 --> 00:05:31

    Now, you might have already done this as part of that process. So, what's good? When you've identified something that's good about it – like the car, that it wasn't polluting – try to hold on to that, try to  keep that and retain that good feature. But where you found the things – and you really dug down to *why something's bad*, not just the superficial – you know – 'it doesn't have an engine'; well, that's not bad in itself,

  12. 00:05:31 --> 00:06:01

    but the fact that means you can't  drive anywhere – okay, that's bad. So, can you change that badness but still  retain the non-pollutingness? So, perhaps we're going to have a truly green car. Perhaps we're going to have roads with sort of little wires you connect into and – you know – a bit like Scalextric cars and can drag the cars along so they don't have an  engine and they're being powered elsewhere. You may, as I said, change the context entirely. So,

  13. 00:06:01 --> 00:06:30

    instead of it being a car for driving around in, instead just – I've already mentioned this one – stick your chickens in it and suddenly it becomes a hen coop. And I think if you go around the world, you'll find a lot of old cars, usually actually with their engine still  sitting in them, that are being used as hen coops. If you had a *complex idea* – and this is true it could be for a simple idea – but in doing your thinking, there might be just something  about it, something small;

  14. 00:06:30 --> 00:07:02

    it wasn't necessarily the whole thing. So, actually... the idea of the gap in the engine, perhaps you decided that would be really good, actually having the engine not there because you could put things in the front, and for whatever reason you think it's easier to put things in the front than the back. So, perhaps that becomes your  idea, that actually you'd quite like to be able to put your luggage in the front of the car;  you'd like more room in the car for luggage. And then perhaps you'll put an engine back  in the car, but thinking about how you actually

  15. 00:07:02 --> 00:07:33

    improve access for luggage. If you've had one of those Heath Robinson complex ideas, Wallace and Gromit-like ideas, then actually you may not be trying to make the whole thing into a good idea. But within it, some little bit of that complex mechanism might be something that you've thought about, you've realized and  suddenly think 'Ah!' and do something just with that. And I'll leave you with a glass hammer.

Video copyright info
    Images
  1. Copyright holder: William Heath Robinson. Appearance time: 1:30 - 1:33 Copyright license and terms: Public domain. Link: https://upload.wikimedia.org/wikipedia/commons/c/c9/William_Heath_Robinson_Inventions_-_Page_142.png
  2. Copyright holder: Rev Stan. Appearance time: 1:40 - 1:44 Copyright license and terms: CC BY 2.0 Link: As yummy as chocolate teapot courtesy of Choccywoccydoodah… _ Flickr.html
  3. Copyright holder: Fabel. Appearance time: 7:18 - 7:24 Copyright license and terms: CC BY-SA 3.0 Link: https://commons.wikimedia.org/wiki/File:Hammer_nails_smithonian.jpg
  4. Copyright holder: Marcus Hansson. Appearance time: 05:54 - 05:58 Copyright license and terms: CC BY 2.0 Link: https://www.flickr.com/photos/marcus_hansson/7758775386
  

What Special Considerations Should Designers Have for CPS?

Creative problem solving isn’t the only process design teams consider when thinking of potential risks. Teams that involve themselves in ideation sessions can run into problems, especially if they aren’t aware of them. Here are the main areas to watch:  

Bias

Bias is natural and human. Unfortunately, it can get in the way of user research and prevent a team from being truly creative and innovative. What’s more, it can utterly hinder the iterative process that should drive creative ideas to the best destinations. Bias takes many forms. It can rear its head without a design team member even realizing it. So, it’s vital to remember this and check it. One team member may examine an angle of the problem at hand and unconsciously view it through a lens. Then, they might voice a suggestion without realizing how they might have framed it for team members to hear. Another risk is that other team members might, for example, apply confirmation bias and overlook important points about potential solutions because they’re not in line with what they’re looking for.  

Professor Alan Dix explains bias and fixation as obstacles in creative problem solving examples, and how to overcome them:  

Show Hide video transcript
  1. 00:00:00 --> 00:00:33

    You've probably all had some problem you've worked at. And you keep going at it, and you keep going at it... Nothing seems to work. You go away. Suddenly, the next day you think, 'What problem? It's easy!' It's something I said I've certainly had, and I'm sure you've encountered. And psychologists and other people studying creativity have looked at these kind of issues – why it is that we get to these impasses and how it is that we break out of them.

  2. 00:00:33 --> 00:01:04

    *Fixation* is one of the keywords that psychologists use here: the way in which when you start to deal with a problem, you have some sort of approach, some sort of way of dealing with it, and it's incredibly hard to stop just continuing with that same way. Once you've got that original idea, that original approach, it's very hard to go to a new one. And sometimes – you know – an approach that might work for one problem doesn't work for

  3. 00:01:04 --> 00:01:31

    another, but of course if you're stuck in that approach, you can't try other ones. This can get worse depending on how you encounter the problem. And this is sometimes used in sort of trick questions to get you thinking down the wrong track and then it's very hard to get down the right one. And this is sometimes called – if I can say it right! – the *Einstellung effect* which is about being fixed in a position.

  4. 00:01:31 --> 00:02:02

    These guys called Luchins and Luchins back – I think – in the 1940s did experiments with water jars. And you've probably seen this sort of puzzle. You've got a number of jars, and the idea is they're different sizes and you're trying to get, say... two pints of water and you've got a 17-pint jug and a 3-pint jug and you've got to pour water back and forth. And there sometimes are really complicated solutions where you have to like fill one up from another, and then what's left in this one is some nice magic amount.

  5. 00:02:02 --> 00:02:35

    So, if you've got a 3-liter jug and a 7-liter jug and you fill the 7-liter one and you pour it into the 3-liter jug and then throw the three liters away, you've got four liters in your 7-liter jug. And you have these complex solutions. So, what Luchins and Luchins did was they gave people a number of examples which they worked through which required that kind of complex solution. And then they gave them four more. But the four more they gave them were ones where you could actually solve it very, very simply. You know – possibly just filling up two and pouring them into another.

  6. 00:02:35 --> 00:03:04

    So, some subjects were given that; some were just given the four easy problems. The ones who were just given the four easy problems solved it in the easy way. The ones who *started off with the complex ones applied the same complex heuristics* to the easier problems and took *much longer* to do it. So, they got so stuck in their ways having been introduced to this set of problems. One that I encountered myself, and this gives you an opportunity to laugh at me if you want to,

  7. 00:03:04 --> 00:03:30

    because you'll probably, most of you I'm guessing might find this easy, but I was in university and I was once given this puzzle. And the puzzle starts off – and there is this stage where you're driven down the wrong path – anyway, so I'm giving you a hint by telling you that. So, you often get these puzzles where you're supposed to chop things up into identical pieces. So, I've got a square up there, and obviously you can chop a square into four identical

  8. 00:03:30 --> 00:04:01

    smaller squares. Or you can chop it into four triangles. So, the triangles are all the same shape as each other, the same size as each other. In mathematical terms, they are *congruent to* each other. But they're not necessarily squares. I've got some triangles, and we can chop the triangles into four; they're different kinds of triangles in different ways. And on the right I've got one of the ones you sometimes see as a trick puzzle in books; and – or sometimes actually cut out pieces as a sort of trivia-type puzzle.

  9. 00:04:01 --> 00:04:31

    And the idea there is to have four pieces that will make up that 'L' shape. And certainly there may be other ways of doing it, but the way I've always seen is with these four pieces like that. So, they're all 'L' shapes themselves and they fit together. How about cutting things into three? Well, obviously, the 'L' shape is an easy one, and things that start off with three degrees of similarity like a triangle or hexagon are relatively straightforward.

  10. 00:04:31 --> 00:05:01

    So, the crucial question is, can you chop a square into three pieces that are congruent with one another? Not all squares, but some shape – they could be triangular; they could be more complex – that are each identical. Can you do it? Now, my guess is you've probably already thought of how to do it and you'll be right. It took me three days to solve this because I was a mathematician and the whole thing was framed in geometry, mathematics,

  11. 00:05:01 --> 00:05:31

    and I was trying to apply really complex mathematics. And despite numerous hints, it took me three days to solve this. If you haven't solved it, you're probably a budding mathematician. So, *fixation is a problem*. There's also – fixation is more about the methods you use to apply things, but there's also *bias* – when you *evaluate* things. When we look at them, we have tendencies to see things in one way or another. And that's about all sorts of things.

  12. 00:05:31 --> 00:06:00

    That can be about serious personal issues. It can be about trivial things. Often, the way in which something is *framed* to us can actually create a *bias* as well. A classic example, and there are various ways you can do this, is what's called *anchoring*. So... if we're asked something and given something that *suggests a value* even if it's told that it's just there for guesswork purposes or something,

  13. 00:06:00 --> 00:06:30

    it tends to hold us and move where we see our estimate. So, you ask somebody, 'How high is the Eiffel Tower?' You might have a vague idea that it's big, but you probably don't know exactly how high. You might ask one set of people and give them a scale and say, 'Put it on this scale. Just draw a cross where you think on this scale, from 250 meters high to 2,500 meters high, how high on that scale? And people put crosses on the scale – you can see where they were, or put a number.

  14. 00:06:30 --> 00:07:01

    But alternatively, you might give people, instead of having a scale of 250 meters to 2,500 meters, you might give them a scale between 50 meters and 500 meters. Now, actually the Eiffel Tower falls on both of those scales: the actual height's around 300 meters. But what you find is people don't know the answer; given the larger, higher scale, they will tend to put something that is larger and higher even though they're told it's just a scale.

  15. 00:07:01 --> 00:07:33

    And, actually, on the larger scale it should be right at the bottom. Here it should be about two thirds of the way up the scale. But what happens is – by framing it with big numbers, people tend to guess a bigger number. If you frame it with smaller numbers, people guess a smaller number. *They're anchored by the nature of the way the question is posed.* So, how might you get away from some of this fixation? We'll talk about some other things later, other ways later. But one of the ways to actually break some of these biases and fixations is to

  16. 00:07:33 --> 00:08:02

    *deliberately mix things up*. So, what you might do is, say you're given the problem of building the Eiffel Tower. And the Eiffel Tower I said is about 300 meters tall, so about a thousand feet tall. So, you might think, 'Oh crumbs! How are we going to build this?' So, one thing you might do is say, 'Imagine, instead of being 300 meters tall, it was just *three* meters tall. How would I go about building it, then?' And you might think, 'Well, I'd build a big, perhaps a scaffolding or 30 meters tall.

  17. 00:08:02 --> 00:08:32

    I might build a scaffolding and just hoist things up to the top.' So, then you say, 'Well, OK, can I build a scaffolding at 300 meters? Does that make sense?' Alternatively, you might, say, perhaps it's *300,000 miles tall* – basically reaching as high as the Moon. How might you build that now? Well, there's no way you're going to hoist things up a scaffold – all the workers at the top would have no oxygen because they'd be above the atmosphere. So, you might then think about hoisting it up from the bottom, building it,

  18. 00:08:32 --> 00:09:00

    building the top first, hoisting the whole thing up, building the next layer, hoisting the whole thing up, building the next layer. You know... like jacking a car and then sticking bits underneath. So, *by just thinking of a completely different scale*, you start to think of *different kinds* of *solutions*. It forces you out of that fixation. You might *just swap things around*. I mean, this works quite well if you're worried about – that you're using some sort of racial or gender bias;

  19. 00:09:00 --> 00:09:35

    you just swap the genders of the people involved in a story or swap their ethnic background, and often the way you look at the story differently might tell you something about some of the biases you bring to it. In politics, if you hear a statement from a politician and you either react positively or negatively to it, it might be worth just thinking what you'd imagine if that statement came to the mouth of another politician that was of different persuasion; how would you read it then? And it's not that you change your views drastically by doing this, but it helps you to

  20. 00:09:35 --> 00:09:45

    perhaps expose why you view these things differently, and some of that might be valid reasons; sometimes you might think, 'Actually, I need to rethink some of the ways I'm working.'

    

Conventionalism

Even in the most hopeful ideation sessions, there’s the risk that some team members may slide back to conventional ways to address a problem. They might climb back inside “the box” and not even realize it. That’s why it’s important to mindfully explore new idea territories around the situation under scrutiny and not merely toy with the notion while clinging to a default “traditional” approach, just because it’s the way the brand or others have “always done things.”   

Dominant Personalities and Rank Pulling

As with any group discussion, it’s vital for the facilitator to ensure that everyone has the chance to contribute. Team members with “louder” personalities can dominate the discussions and keep quieter members from offering their thoughts. Plus, without a level playing field, it can be hard for more junior members to join in without feeling a sense of talking out of place or even a fear of reprisal for disagreeing with senior members.  

Another point is that ideation sessions naturally involve asking many questions, which can bring on two issues. First, some individuals may over-defend their ideas as they’re protective of them. Second, team members may feel self-conscious as they might think if they ask many questions that it makes them appear frivolous or unintelligent. So, it’s vital for facilitators to ensure that all team members can speak up and ask away, both in divergent thinking sessions when they can offer ideas and convergent thinking sessions when they analyze others’ ideas.  

Premature Commitment

Another potential risk to any creativity exercise is that once a team senses a solution is the “best” one, everyone can start to shut off and overlook the chance that an alternative may still arise. This could be a symptom of ideation fatigue or a false consensus that a proposed solution is infallible. So, it’s vital that team members keep open minds and try to catch potential issues with the best-looking solution as early as possible. The key is an understanding of the need for iteration—something that’s integral to the design thinking process, for example.   

A diagram of the 5-stage Design Thinking Process.

© Interaction Design Foundation, CC BY-SA 4.0

Overall, creative problem solving can help give a design team the altitude—and attitude—they need to explore the problem and solution spaces thoroughly. Team members can leverage a range of techniques to trawl through the hordes of possibilities that exist for virtually any design scenario. As with any method or tool, though, it takes mindful application and awareness of potential hazards to wield it properly. The most effective creative problem-solving sessions will be ones that keep “creative,” “problem” and “solving” in sharp focus until what emerges for the target audience proves to be more than the sum of these parts.  

Learn More About Creative Problem Solving

Take our course, Creativity: Methods to Design Better Products and Services

Watch our Master Class Harness Your Creativity To Design Better Products with Alan Dix, Professor, Author and Creativity Expert. 

Read our piece, 10 Simple Ideas to Get Your Creative Juices Flowing

Go to Exploring the Art of Innovation: Design Thinking vs. Creative Problem Solving by Marcino Waas for further details. 

Consult Creative Problem Solving by Harrison Stamell for more insights.  

Read The Osborn Parnes Creative Problem-Solving Process by Leigh Espy for additional information.  

See History of the creative problem-solving process by Jo North for more on the history of Creative Problem Solving. 

Questions about Creative Problem Solving

How do I identify the right problem to solve creatively?

To start with, work to understand the user’s needs and pain points. Do your user research—interviews, surveys and observations are helpful, for instance. Analyze this data so you can spot patterns and insights. Define the problem clearly—and it needs to be extremely clear for the solution to be able to address it—and make sure it lines up with the users’ goals and your project’s objectives. 

You and your design team might hold a brainstorming session. It could be a variation such as brainwalking—where you move about the room ideating—or brainwriting, where you write down ideas. Alternatively, you could try generating weird and wonderful notions in a bad ideas ideation session. 

There’s a wealth of techniques you can use. In any case, engage stakeholders in brainstorming sessions to bring different perspectives on board the team’s trains of thought. What’s more, you can use tools like a Problem Statement Template to articulate the problem concisely. 

Take our course, Creativity: Methods to Design Better Products and Services

Watch as Author and Human-Computer Interaction Expert, Professor Alan Dix explains important points about bad ideas:  

Show Hide video transcript
  1. 00:00:00 --> 00:00:34

    In this video, I'm going to give you an exercise to do. It's going to be an exercise in *bad ideas*. This is where I tip your brain  towards madness. But hopefully – the boundary between creativity and genius and total madness is often said to be a thin one. So, by pushing you a little towards madness, I  hope to also push you a little towards creativity,

  2. 00:00:34 --> 00:01:03

    and hopefully you can control the madness that  comes there, but we'll see as it goes along. So, what I want you to do is – you know how hard  it is to think of good ideas; everybody says, 'Ah, let's have a brainstorming session – have lots of ideas!'... So, if it's so hard to think of good ideas, why  not think of a *bad idea*? So, what I'd like you to do as an exercise is just to think of a bad idea,

  3. 00:01:03 --> 00:01:31

    or a silly idea, a completely crazy idea. Now, it might be about something that you're doing at the moment. It might be a particular problem you've got. And so, what would be a really *bad idea* for sending notifications to people about something you want to get an engagement? Perhaps you could send them an email every three seconds or something like that. So, it could be that kind of bad idea, or it could be just an idea from the world.

  4. 00:01:31 --> 00:02:06

    So, and it could be a Heath Robinson sort of bad idea – something complex and arcane and that. Or perhaps – and this is probably a good one to start with – just an oxymoron. So, something like a chocolate teapot. So, something that *appears* to be really crazy, really silly: a car without an engine, I remember once in a session we had this, that doesn't seem like a good idea. So, you've got your bad idea – maybe a chocolate teapot or maybe the car with no engine

  5. 00:02:06 --> 00:02:32

    or something like that. And what I want you to do now is I'm going to take you through some prompt questions. First of all, this was a bad idea, right? The reason you chose it was because it was a bad idea. So, what I want you to do is say to  yourself, 'What is bad about this idea?' So, think of the car without an engine. What's bad about a car without an engine? Well, it doesn't have an engine; it's obvious, right?

  6. 00:02:32 --> 00:03:04

    So, you start off with that. Now, you might think a bit more. But then I want you to dig and say, 'Well, *why* is that a bad idea?' Well, it's not got an engine – it can't go anywhere. Then dig a bit back further. So, are there things that you can think of that are like that that have that property – so, for instance, the  car without an engine can't go anywhere. Are there things that can't go anywhere  that are actually a good idea? Well...

  7. 00:03:04 --> 00:03:32

    a garden shed – a garden shed doesn't go  anywhere, but that's not a bad idea. And, in fact, there are things you might not – you  might want to have something that can't be stolen. You don't want that to go anywhere, so that's  not a bad idea. So, if you can think of things that appear to share the bad thing but actually aren't bad, what's the difference? Why is not having an engine, why is not being able to go anywhere bad for the car but not bad for the garden shed?

  8. 00:03:32 --> 00:04:00

    And as you dig into this, hopefully  you start to understand better these things. You can also go the other way around.  So, you *know* this is a bad idea, but maybe there's something good about it. It hasn't got an engine – it's not polluting. Wow! We've got a green car! It will be green because all the moss will grow on it because it doesn't drive anywhere, but – you know – this is good, surely.

  9. 00:04:00 --> 00:04:36

    So, then you can think to yourself, 'Well, okay, if this is a good thing,' you can do the same sort of thing: 'Why is that a good thing?' Well, it doesn't choke you with its pollution. If you're finding this difficult, and  particularly this is true about the bad idea bit, you want to... with the bad idea, you want to change that bad thing into a good thing, and so this is whether you want  to find a good thing in the bad idea or you want to find a good use for the thing you've identified  that's bad. You might try a *different context*. So, if you take the car off the road and put it perhaps into something where it's

  10. 00:04:36 --> 00:05:00

    moved along by something, perhaps sitting on the back of a lorry; why, you might want that. Well... you might want it so you can easily move your car. You might put it on something that's dragged along. So, you sometimes change the context and suddenly something that seemed bad suddenly is not so bad. So, the final thing you could do with your bad idea is *turn it into a good idea*.

  11. 00:05:00 --> 00:05:31

    Now, you might have already done this as part of that process. So, what's good? When you've identified something that's good about it – like the car, that it wasn't polluting – try to hold on to that, try to  keep that and retain that good feature. But where you found the things – and you really dug down to *why something's bad*, not just the superficial – you know – 'it doesn't have an engine'; well, that's not bad in itself,

  12. 00:05:31 --> 00:06:01

    but the fact that means you can't  drive anywhere – okay, that's bad. So, can you change that badness but still  retain the non-pollutingness? So, perhaps we're going to have a truly green car. Perhaps we're going to have roads with sort of little wires you connect into and – you know – a bit like Scalextric cars and can drag the cars along so they don't have an  engine and they're being powered elsewhere. You may, as I said, change the context entirely. So,

  13. 00:06:01 --> 00:06:30

    instead of it being a car for driving around in, instead just – I've already mentioned this one – stick your chickens in it and suddenly it becomes a hen coop. And I think if you go around the world, you'll find a lot of old cars, usually actually with their engine still  sitting in them, that are being used as hen coops. If you had a *complex idea* – and this is true it could be for a simple idea – but in doing your thinking, there might be just something  about it, something small;

  14. 00:06:30 --> 00:07:02

    it wasn't necessarily the whole thing. So, actually... the idea of the gap in the engine, perhaps you decided that would be really good, actually having the engine not there because you could put things in the front, and for whatever reason you think it's easier to put things in the front than the back. So, perhaps that becomes your  idea, that actually you'd quite like to be able to put your luggage in the front of the car;  you'd like more room in the car for luggage. And then perhaps you'll put an engine back  in the car, but thinking about how you actually

  15. 00:07:02 --> 00:07:33

    improve access for luggage. If you've had one of those Heath Robinson complex ideas, Wallace and Gromit-like ideas, then actually you may not be trying to make the whole thing into a good idea. But within it, some little bit of that complex mechanism might be something that you've thought about, you've realized and  suddenly think 'Ah!' and do something just with that. And I'll leave you with a glass hammer.

Video copyright info
    Images
  1. Copyright holder: William Heath Robinson. Appearance time: 1:30 - 1:33 Copyright license and terms: Public domain. Link: https://upload.wikimedia.org/wikipedia/commons/c/c9/William_Heath_Robinson_Inventions_-_Page_142.png
  2. Copyright holder: Rev Stan. Appearance time: 1:40 - 1:44 Copyright license and terms: CC BY 2.0 Link: As yummy as chocolate teapot courtesy of Choccywoccydoodah… _ Flickr.html
  3. Copyright holder: Fabel. Appearance time: 7:18 - 7:24 Copyright license and terms: CC BY-SA 3.0 Link: https://commons.wikimedia.org/wiki/File:Hammer_nails_smithonian.jpg
  4. Copyright holder: Marcus Hansson. Appearance time: 05:54 - 05:58 Copyright license and terms: CC BY 2.0 Link: https://www.flickr.com/photos/marcus_hansson/7758775386
 

How can I overcome mental blocks in creative problem solving?

Some things you might try are: 
1. Change your environment: A new setting can stimulate fresh ideas. So, take a walk, visit a different room, or work outside. 

2. Try to break the problem down into smaller parts: Focus on just one piece at a time—that should make the task far less overwhelming. Use techniques like mind mapping so you can start to visualize connections and come up with ideas. 

3. Step away from work and indulge in activities that relax your mind: Is it listening to music for you? Or how about drawing? Or exercising? Whatever it is, if you break out of your routine and get into a relaxation groove, it can spark new thoughts and perspectives. 

4. Collaborate with others: Discuss the problem with colleagues, stakeholders, or—as long as you don’t divulge sensitive information or company secrets—friends. It can help you to get different viewpoints, and sometimes those new angles and fresh perspectives can help unlock a solution. 

5. Set aside dedicated time for creative thinking: Take time to get intense with creativity; prevent distractions and just immerse yourself in the problem as fully as you can with your team. Use techniques like brainstorming or the "Six Thinking Hats" to travel around the problem space and explore a wealth of angles. 

Remember, a persistent spirit and an open mind are key; so, keep experimenting with different approaches until you get that breakthrough. 

Watch as Professor Alan Dix explains important aspects of creativity and how to handle creative blocks: 

Show Hide video transcript
  1. 00:00:00 --> 00:00:30

    What is creativity? Is it something that you just sort of *wait for* to fall on you from above? Or is it something you *work at*? Do you all have those moments when you  you know you need a spark of creativity? You're in the midst of designing something; you're trying to make a new website; you're trying to make a new application; you're trying to work out how to evaluate something

  2. 00:00:30 --> 00:01:02

    that's hard to evaluate – perhaps  the way people feel or something like this. And you want that *moment of inspiration*, and does it come when you need it? Of course it doesn't! The model we have of creativity tends to be about these moments of genius. And you already heard about, I think, the 3M story, the Post-it Notes. You know – imagine if you'd had that idea to use this sort of magic glue on the back to create Post-it Notes; how much money there has been on Post-it Notes. Or Philippe Starck and the – well, we all know the lemon juicer is not perhaps all it's cooked up to be,

  3. 00:01:02 --> 00:01:30

    that it dribbles all over your fingers and stuff, but boy is it iconic! And everybody who's anybody in design would like one of those lemon squeezers sitting on their kitchen worktop! We have this idea of creativity as a genius activity. It might be Steve Jobs in Apple or some of these designers we're looking at here, perhaps Einstein. But is that the full story? Certainly that's the sort of way it seems if you look at sort of

  4. 00:01:30 --> 00:02:01

    Western traditions of thinking about these things. Going way back to the Greeks, you've got the Muses, the different arts, and the idea that somehow or other this inspiration comes from the Muses up in Olympus and gives you these bright ideas, whether it's poetry or whether it's music ... or web design! So, is that the real story? Let's look a little bit back at these two we've been looking at. First of all, let's look back at the Post-it Notes.

  5. 00:02:01 --> 00:02:34

    The story is a little bit more complicated; it's not just – you probably know a little bit about this; it wasn't just a moment of inspiration. The guy who was trying to design these things – well, he *wasn't* trying to design these things; the guy was called Spencer Silver; 1968, and he's trying to design a really good glue. And he makes his glue, and he puts it on the back of some paper, and he sticks it to something, and it just... pulls straight off again. Whatever he sticks it to, it's rubbish.

  6. 00:02:34 --> 00:03:06

    Now, I don't know if you've done  this. You've been scribbling away at something; you've got lots  of ideas, perhaps on your napkin... and you're about to throw it away. When you're about to do that, when you're about to throw it in the bin, pull it out again, have another peek because you never know when you might have a *moment of genius*. Spencer Silver was like this, but he knew  there was something about this.

  7. 00:03:06 --> 00:03:31

    There was something about this he felt could be useful. He spent five years going around 3M talking to people, giving seminars and talks and  talking about this solution in need of a problem. And then, in 1974, a guy called Arthur Fry was in one of these talks and came back to Spencer and said, 'I have an idea.'

  8. 00:03:31 --> 00:04:01

    Five years, two people, and an idea that could have been.... And that would throw the whole lot away  in the bin before it ever started. Okay, let's look at the lemon squeezer  now. So, Philippe Starck – I think it was in Italy, but he's in a restaurant somewhere. And the story is he's thinking about lemon squeezers; he has this sort of inspiration of a squid,

  9. 00:04:01 --> 00:04:33

    and hence we get the iconic lemon squeezer. But of course, first of all that's not built just  on that meal time. He knows about lemon squeezers; he's seen lots of lemon squeezers, lemon squeezers which have some of the suggestions – especially if you look at those kind that you do this to – of the one  on the bottom, or be it the other way around; maybe it would work better if you have the sharp end up. But even that – it's not as simple as that. He wrote down on, perhaps it was a  tablecloth – certainly in some of these Italian restaurants you get paper tablecloths

  10. 00:04:33 --> 00:05:02

    that get taken away, thrown away at the end. But this tablecloth has been preserved, or this napkin has been preserved. And when you look at that, you see things, images, some of them which look pretty much like standard lemon squeezers, and gradually shifting. The order is not so clear. But it looks pretty much like actually the squid came quite late in the day. So, when he tells the story, of course the squid is hot in his imagination, but when you  actually look at the trace of the design,

  11. 00:05:02 --> 00:05:30

    there were a lot of stages, goodness knows how many sketches, on this very small piece of paper that eventually came up with this idea. So, even something that took quite a short amount of time, unlike the 3M Post-it Notes, which took five years to gestate, this happened quite quickly. But even, so there was quite an *evolutionary  process* in actually coming up with the idea. So, the question is – can we have *techniques* to help us do this kind of thing?

  12. 00:05:30 --> 00:05:39

    Not necessarily to turn us into immediate magic geniuses, but to actually get reasonable creative ideas when we need them.

 

Read our piece, 10 Simple Ideas to Get Your Creative Juices Flowing

Watch as Professor Alan Dix explains the Six Thinking Hats ideation technique. 

Show Hide video transcript
  1. 00:00:00 --> 00:00:30

    Let's now talk a little bit about roles in creativity, taking on a role. We'll start off by looking at de Bono again and the thinking hats. So, I think the two things if you've heard of de Bono will be lateral thinking and thinking hats. So, de Bono talks about *six hats*. One of the hats, what he calls the *white hat* is the information-seeking hat.

  2. 00:00:30 --> 00:01:02

    I think the white is supposed to be like the blank slate, blank piece of paper you write on. So, you're seeking information – you're finding  out about things that are similar and related, and doing that kind of thing; it's a gathering stage. Then there's the *yellow hat*, which is the positive, bright, looking for the pros in everything, as opposed to the *black hat*, where you look at all the negative things, all the cons, all the reasons why something is bad. So, with those positive and negative, again – with the bad ideas, recall deliberately how do you think about what are the positive things about this idea?

  3. 00:01:02 --> 00:01:33

    What are the bad things about this idea? And then actually, once you've thought of the good things to critique those; so, alternating you between taking this sort of positive, active role of thinking what are good things, and taking the negative role. Then there's this *red hat*, which is about listening to your feelings, trying to get that gut reaction to something, getting that out without necessarily thinking about why you think that, just getting it out there. You can use some of these others to question it. The *green hat*, which is all about bright ideas,

  4. 00:01:33 --> 00:02:04

    thinking of just lots and lots and lots of ideas. And then, finally, and possibly most important the *blue hat* – the role management hat, actually looking back and saying, 'Have I actually thought about all of the (inaud.)? Have I spent time thinking about the positive aspects of this? Have I spent time listening to what I feel about this?' Actually, I'm going to pop back to that feeling one because I've – one of the techniques that I often suggest people use when they do qualitative research is

  5. 00:02:04 --> 00:02:30

    to deliberately do things that incite  those gut feelings. So, what I suggest doing is if they've got some sort of model, some sort of vocabulary, is to look back to the original data to use their model to describe their data  or use their vocabulary to describe their data. Perhaps it's something that somebody said,  something that somebody did, and then say, 'it's just a...' – you know – so, 'it's just a...'

  6. 00:02:30 --> 00:03:02

    and then the words will be vocabulary. And see how much that rankles inside. So, effectively what you can do is create  situations. And this is the role management thing; it's saying, 'Can I create a situation where I can apply the red hat, where I can generate feelings?' So, I think it's a quite useful set of –  they're not the only things you could have. And there are different roles you can have; you might have roles which are perhaps more to do with – should we say – customer-focus or client-focus roles.

  7. 00:03:02 --> 00:03:33

    You know – so, one of you might say, 'I'm going to be thinking about – I'm going to be the problem owner.' And another person might decide to act as the technology provider, another person as perhaps the management role, and then think about each, taking that viewpoint to look at a problem. So, there are different ways you might choose roles. So, why are roles useful – taking a role on at times? Sometimes it's to help you *notice that you've neglected something*.

  8. 00:03:33 --> 00:04:00

    So, for instance, I mentioned the feeling one or it might be that you spent so much time thinking about positive things, you've not actually considered some of the negative features. So, by thinking about the roles, by putting a role hat on, you force yourself to think about things from *different  viewpoints* and to not neglect some aspect. Particularly on that positive and negative hat, if you say, 'I am going to be the devil's advocate for a period,'

  9. 00:04:00 --> 00:04:32

    by stating that, by saying 'I am  putting that hat on, I am taking that role on,' it can avoid a level of rancor in groups. So, if you're doing a group, if you're working together and somebody's being the proponent's idea,  if you start saying negative things about it, everybody gets upset. If you say, 'Not because I think it's a bad idea, but because I'm going to take this negative role,  I'm going to try and think of all the negative aspects about it,' it can make it a little bit easier. I mean, they still might hate you if you do it. So, it's a good idea to rotate the negative hat  around. Everyone will love you while you're taking

  10. 00:04:32 --> 00:05:03

    the positive hat on; they'll hate you when you have the negative hat on, but by *knowing* it's a hat, it can help allow you to be – particularly in this critical role – without causing ill will. It might also help you to *go beyond your norms of behavior*. So, if you tend to be the sort of person who always sees the negative aspect, then actually deliberately taking the positive role, or vice versa, if you're the person who just, particularly if you don't like hurting people's feelings,

  11. 00:05:03 --> 00:05:31

    you might tend to encourage people. Think of all the positive things, think of things that help them, but actually sometimes it's *more* helpful to be critical, and so actually saying,  'Okay, just for a moment, I'm going to take that devil's advocate role, take that negative role and see where that leads me.' And it can help you to escape the patternings that you have. And particularly we mentioned the stepping back, the way that roles, actually thinking

  12. 00:05:31 --> 00:06:02

    'I am taking on a role' helps you think about the role. It makes you think that there are different roles you can take and that they can apply. So... thinking about roles helps you to step back from the problem, step back from you as a solution (inaud.)— whether it's a team or it's you as an individual, you might alternate roles yourself within a project; you might choose to take roles if you're working as a group. But that stepping back is quite an important bit and *seeing that it's a role* and therefore helping you to adopt them.

  13. 00:06:02 --> 00:06:33

    And they really make a difference. Taking on roles helps you think in *different* ways. So, this is seen particularly in  work on gender studies and also work on issues to do with racial bias in things like job markets and examinations and things like that. And this is partly about the bias – we  talked about bias earlier – but also about the way in which you tell stories to yourself. So, I come from a working-class background.

  14. 00:06:33 --> 00:07:04

    So, one of the stories I might tell myself if I'm not careful is – you know – 'Working-class boys don't do this' – as a child going to university or whatever it was. And I went to Cambridge University. You know – 'Working-class boys don't go to Cambridge University. Posh kids go there, not working-class boys.' We tell ourselves stories. What you find is when you do experiments and you get people to think just before an examination or a test about  different kinds of roles

  15. 00:07:04 --> 00:07:32

    – now, that might be gender-reversal roles, it might be trying to think – of boys to think about more female things and vice versa. It might be about social background, a variety of things. You find it actually makes a substantial difference in the test scores. So, by just having people *think about different roles*, they suddenly *behave differently* because it's so easy to get trapped in the expectations we have of ourselves

  16. 00:07:32 --> 00:08:03

    built up individually over time;  sometimes it's about our social situation. This also works for creativity. So, if you ask people to think about things that, shall we say, are creative things (inaud.), and it might be you spend time thinking about Einstein or DeRidder or Picasso, as opposed to, say, thinking about  a foot soldier who's ordered what to do all the time or somebody who's sleeping – you know. So, if you think about creative things and then go into a creative situation,

  17. 00:08:03 --> 00:08:30

    that can actually help you be more creative. Throughout these videos, I constantly emphasize that we're all individual and different, and one of the most powerful things you could do  is understand the way you are and then use it. But part of that is also – it's a bit like seeing outside the box – by understanding that, sometimes you can create these things and roles, and building these roles

  18. 00:08:30 --> 00:08:46

    for yourself is one of the mechanisms that allows you to for a period, for a purpose to actually reinvent yourself so that when you're addressing a particular problem sometimes you can literally address it as a different person.

 

What is the difference between creative and critical thinking in problem solving?

Creative thinking is about coming up with new and innovative ideas by looking at problems from different angles—and imagining solutions that are truly fresh and unique. It takes an emphasis on divergent thinking to get “out there” and be original in the problem space. You can use techniques like brainstorming, mind mapping and free association to explore hordes of possibilities, many of which might be “hiding” in obscure corners of your—or someone on your team’s—imagination. 

Critical thinking is at the other end of the scale. It’s the convergent half of the divergent-convergent thinking approach. In that approach, once the ideation team have hauled in a good catch of ideas, it’s time for team members to analyze and evaluate these ideas to see how valid and effective each is. Everyone strives to consider the evidence, draw logical connections and eliminate any biases that could be creeping in to cloud judgments. Accuracy, sifting and refining are watchwords here. 

Take our course, Creativity: Methods to Design Better Products and Services

Watch as Professor Alan Dix explains divergent and convergent thinking: 

Show Hide video transcript
  1. 00:00:00 --> 00:00:28

    What I want to do now is talk about a  few other kinds of divergent techniques. Creativity has two sides to it. There's being *novel* and being *useful*. There's a *divergent* side that's having lots and lots of bright ideas and a *convergent* side that tries to turn those ideas into something that's more useful and buildable.

 

What tools can I use for creative problem solving in design?

The tools you can use are in no short supply, and they’re readily available and inexpensive, too. Here are a few examples: 

Tools like mind maps are great ways to help you visualize ideas and make connections between them and elements within them. Try sketching out your thoughts and see how they relate to each other—you might discover unexpected gems, or germs of an idea that can splinter into something better, with more thought and development. 

The SCAMPER technique is another one you can try. It can help you catapult your mind into a new idea space as you Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Reverse aspects of the problem you’re considering. 

The “5 Whys” technique is a good one to drill down to root causes with. Once you’ve spotted a problem, you can start working your way back to see what’s behind it. Then you do the same to work back to the cause of the cause. Keep going; usually five times will be enough to see what started the other problems as the root cause. 

Watch as the Father of UX Design, Don Norman explains the 5 Whys technique: 

Show Hide video transcript
  1. 00:00:00 --> 00:00:30

    I've talked about the need to find the root cause  of a problem and not just to solve the symptoms. It's important, by the way, to solve the symptom – you  don't want that to stay around. But we also need to get rid of the *underlying cause*. Or else it'll come back again; the symptoms will repeat. So, how do you do that? Well, the Japanese developed a technique on, actually, the Toyota assembly lines.

  2. 00:00:30 --> 00:01:03

    They call it the *5 whys*. Now, the 5 whys sounds good, and you can do that yourself – you can always say "Why?"; when somebody tells you something, you say, "Well, why is that?" And they'll tell you why that is, and you know you've sort of reached the root cause when they say, "I don't know." because actually you can *never* really get at the *very, very bottom*. So, what we need to do is get at the *lowest  level* that we can actually *do* something about. In the United States – and probably in every  country –

  3. 00:01:03 --> 00:01:32

    when there's a major airplane crash, when they issue their report, which is  often a year or two after the event, they don't say, "This was caused by pilot error." or, "This was caused by a faulty altimeter." or, "This was caused by a bump." What they usually do is they  say, "There were *many* things happening, and here's a list of things. And if any one of these had not happened, there would not have been an accident."

  4. 00:01:32 --> 00:01:55

    So, if there are – say – eight things that  led to the accident, any one of which could have prevented the accident,  how do you know which is the *root cause*? *All eight* are the root cause. So, you have to therefore look at the *whole system* and find out what the *entire underlying set of possible root causes* is and work on them.

 

Read all about SCAMPER in our topic definition of it. 

What are some common obstacles to creative problem solving?

It’s natural for some things to get in the way of being creative in the face of a problem. It can be challenging enough to ideate creatively on your own, but it’s especially the case in group settings. Here are some common obstacles: 

1. Fear of failure or appearing “silly”: when people worry about making mistakes or sounding silly, they avoid taking risks and exploring new ideas. This fear stifles creativity. That’s why ideation sessions like bad ideas are so valuable—it turns this fear on its head. 

2. Rigid thinking: This can also raise itself as a high and thick barrier. If someone in an ideation session clings to established ways to approach problems (and potential solutions), it can hamper their ability to see different perspectives, let alone agree with them. They might even comment critically to dampen what might just be the brightest way forward. It takes an open mind and an awareness of one’s own bias to overcome this. 

3. Time pressure and resource scarcity: When a team has tight deadlines to work to, they may rush to the first workable solution and ignore a wide range of possibilities where the true best solution might be hiding. That’s why stakeholders and managers should give everyone enough time—as well as any needed tools, materials and support—to ideate and experiment. The best solution is in everybody’s interest, after all.  

Read our piece, 10 Simple Ideas to Get Your Creative Juices Flowing

Watch as Professor Alan Dix explains important aspects of creativity and how to handle creative blocks: 

Show Hide video transcript
  1. 00:00:00 --> 00:00:30

    What is creativity? Is it something that you just sort of *wait for* to fall on you from above? Or is it something you *work at*? Do you all have those moments when you  you know you need a spark of creativity? You're in the midst of designing something; you're trying to make a new website; you're trying to make a new application; you're trying to work out how to evaluate something

  2. 00:00:30 --> 00:01:02

    that's hard to evaluate – perhaps  the way people feel or something like this. And you want that *moment of inspiration*, and does it come when you need it? Of course it doesn't! The model we have of creativity tends to be about these moments of genius. And you already heard about, I think, the 3M story, the Post-it Notes. You know – imagine if you'd had that idea to use this sort of magic glue on the back to create Post-it Notes; how much money there has been on Post-it Notes. Or Philippe Starck and the – well, we all know the lemon juicer is not perhaps all it's cooked up to be,

  3. 00:01:02 --> 00:01:30

    that it dribbles all over your fingers and stuff, but boy is it iconic! And everybody who's anybody in design would like one of those lemon squeezers sitting on their kitchen worktop! We have this idea of creativity as a genius activity. It might be Steve Jobs in Apple or some of these designers we're looking at here, perhaps Einstein. But is that the full story? Certainly that's the sort of way it seems if you look at sort of

  4. 00:01:30 --> 00:02:01

    Western traditions of thinking about these things. Going way back to the Greeks, you've got the Muses, the different arts, and the idea that somehow or other this inspiration comes from the Muses up in Olympus and gives you these bright ideas, whether it's poetry or whether it's music ... or web design! So, is that the real story? Let's look a little bit back at these two we've been looking at. First of all, let's look back at the Post-it Notes.

  5. 00:02:01 --> 00:02:34

    The story is a little bit more complicated; it's not just – you probably know a little bit about this; it wasn't just a moment of inspiration. The guy who was trying to design these things – well, he *wasn't* trying to design these things; the guy was called Spencer Silver; 1968, and he's trying to design a really good glue. And he makes his glue, and he puts it on the back of some paper, and he sticks it to something, and it just... pulls straight off again. Whatever he sticks it to, it's rubbish.

  6. 00:02:34 --> 00:03:06

    Now, I don't know if you've done  this. You've been scribbling away at something; you've got lots  of ideas, perhaps on your napkin... and you're about to throw it away. When you're about to do that, when you're about to throw it in the bin, pull it out again, have another peek because you never know when you might have a *moment of genius*. Spencer Silver was like this, but he knew  there was something about this.

  7. 00:03:06 --> 00:03:31

    There was something about this he felt could be useful. He spent five years going around 3M talking to people, giving seminars and talks and  talking about this solution in need of a problem. And then, in 1974, a guy called Arthur Fry was in one of these talks and came back to Spencer and said, 'I have an idea.'

  8. 00:03:31 --> 00:04:01

    Five years, two people, and an idea that could have been.... And that would throw the whole lot away  in the bin before it ever started. Okay, let's look at the lemon squeezer  now. So, Philippe Starck – I think it was in Italy, but he's in a restaurant somewhere. And the story is he's thinking about lemon squeezers; he has this sort of inspiration of a squid,

  9. 00:04:01 --> 00:04:33

    and hence we get the iconic lemon squeezer. But of course, first of all that's not built just  on that meal time. He knows about lemon squeezers; he's seen lots of lemon squeezers, lemon squeezers which have some of the suggestions – especially if you look at those kind that you do this to – of the one  on the bottom, or be it the other way around; maybe it would work better if you have the sharp end up. But even that – it's not as simple as that. He wrote down on, perhaps it was a  tablecloth – certainly in some of these Italian restaurants you get paper tablecloths

  10. 00:04:33 --> 00:05:02

    that get taken away, thrown away at the end. But this tablecloth has been preserved, or this napkin has been preserved. And when you look at that, you see things, images, some of them which look pretty much like standard lemon squeezers, and gradually shifting. The order is not so clear. But it looks pretty much like actually the squid came quite late in the day. So, when he tells the story, of course the squid is hot in his imagination, but when you  actually look at the trace of the design,

  11. 00:05:02 --> 00:05:30

    there were a lot of stages, goodness knows how many sketches, on this very small piece of paper that eventually came up with this idea. So, even something that took quite a short amount of time, unlike the 3M Post-it Notes, which took five years to gestate, this happened quite quickly. But even, so there was quite an *evolutionary  process* in actually coming up with the idea. So, the question is – can we have *techniques* to help us do this kind of thing?

  12. 00:05:30 --> 00:05:39

    Not necessarily to turn us into immediate magic geniuses, but to actually get reasonable creative ideas when we need them.

 

How can I create a conducive environment for creative problem solving?

It takes a few ingredients to get the environment just right for creative problem solving:  

  1. Get in the mood for creativity: This could be a relaxing activity before you start your session, or a warm-up activity in the room. Then, later, encourage short breaks—they can rejuvenate the mind and help bring on fresh insights.  

  1. Get the physical environment just right for creating problem solving: You and your team will want a comfortable and flexible workspace—preferably away from your workstations. Make sure the room is one where people can collaborate easily and also where they can work quietly. A meeting room is good as it will typically have room for whiteboards and comfortable space for group discussion. Note: you’ll also need sticky notes and other art supplies like markers. 

  1. Make the atmosphere conducive for creative problem solving: Someone will need to play facilitator so everyone has some ground rules to work with. Encourage everyone to share ideas, that all ideas are valuable, and that egos and seniority have no place in the room. Of course, this may take some enforcement and repetition—especially as "louder" team members may try to dominate proceedings, anyway, and others may be self-conscious about sounding "ridiculous." 

  1. Make sure you’ve got a diverse team: Diversity means different perspectives, which means richer and more innovative solutions can turn up. So, try to include individuals with different backgrounds, skills and viewpoints—sometimes, non-technical mindsets can spot ideas and points in a technical realm, which experienced programmers might miss, for instance. 

Watch our Master Class Harness Your Creativity To Design Better Products with Alan Dix, Professor, Author and Creativity Expert. 

Ideating alone? Watch as Professor Alan Dix gives valuable tips about how to nurture creativity: 

Show Hide video transcript
  1. 00:00:00 --> 00:00:33

    We're going to look at ways  to nurture your own creativity, to create spaces, places, times that  encourage you to be more creative. First of all, we are going to talk about  environments, both physical environments and temporal environments. So, first of  all the *culture of an organization*. Actually, there's been an enormous amount written about the way organizations can be better-suited

  2. 00:00:33 --> 00:01:05

    to be innovative, to be creative; so, I'm just going to give you a little taste of this now, but there's a lot you could learn about this. One of the most crucial things is about organizations which are *forgiving of failure*. Now, towards the beginning of this video series about creativity, I talked about bad ideas, and one of the things  about bad ideas is you can afford to have a bad, bad idea because that's what it's there for. But in a lot of our work, when something fails,

  3. 00:01:05 --> 00:01:31

    we think something's gone badly wrong. But often *failure is a point to learn*: Why did it fail? What could happen next time? Or even to actually look at that failure and say maybe there's something in what went wrong that's actually good. If you never *fail*, you probably never do anything that's really brilliant, really exciting. Every good expedition has risk associated with it. Risk means *it can go wrong*.

  4. 00:01:31 --> 00:02:04

    And if things can't go wrong, they probably can't go very right. Often it's important, though, to try and fail as quickly as possible, so there's an interesting tension here. And this is obviously a part  of the way design processes work. You often try and produce a lot of ideas early on, knowing that you're going to have to filter through them to find the ones that you actually want to continue. What you don't want to do is have the failure being there when the product is delivered. So, there's a bit of tension between being very forgiving of failure, being able to do things

  5. 00:02:04 --> 00:02:30

    which are a little bit risky and may not work and yet also being able to keep an eye on that, to  be able to manage that process and to look out for the times when things perhaps ought to be put aside, not necessarily forgotten entirely. Now I'm going to remind you about that story right at the beginning about Post-it Notes. There's the guy who invented Post-it Notes – or rather, the guy who failed to invent the glue,

  6. 00:02:30 --> 00:03:03

    tried to make a glue that wasn't sticky enough: a failure. He didn't try and pretend that it was working – you know – didn't try and sell it as glue that worked. He knew there was something about it, and effectively filed it, but knew too it was something to look at again. That's quite an important lesson. He knew he hadn't done what he wanted to do, so he knew it wasn't working, but also hadn't entirely forgotten about it. Now, also think about what then happened later in that story. He went around telling people

  7. 00:03:03 --> 00:03:32

    in the organization. Now... just think about this; he was telling people about the thing that went wrong, which is, well, actually, that sounds a bit  daunting, doesn't it? Why would you tell people about your failures? It was because he had this *feeling* that that glue would be useful for something. Now, this gets back to a second  cultural issue. Cultures that *encourage sharing* are more likely to be *creative cultures*.

  8. 00:03:32 --> 00:04:03

    In order to do that, you have to have a level of  trust of your colleagues, the ability to share things, to believe that in doing so you're not sort of giving away your crown jewels of your idea. For certain things, when you give something  away, you've got less yourself. But, actually, with ideas – *an idea shared is an idea multiplied*. There's more idea often when you've shared it and bounced it off somebody than when you hold it in yourself. But organizations have to *create a culture where people trust each other*

  9. 00:04:03 --> 00:04:32

    where there is attribution and award given to everybody who's involved in that process – the original concept, to the person who develops it and turns it into something that's actually useful. In order to have those sharings, often you need  to try and create the *places* where that sharing can happen. And by 'place', I'll use it in a very broad sense – both physical places but also times. So, sometimes it's a physical place. You've all heard about *the water cooler effect*.

  10. 00:04:32 --> 00:05:01

    People go, they gather – whether  it's a water cooler, whether it's the place where you have your kettle or your coffee  machine – people gather there. You get those *unplanned conversations* where suddenly something comes into somebody's head through that connection. So, what you need to do is *plan for the unplanned*, which is a bit of an oxymoron but actually can happen. There are techniques to help you do this. *Space syntax* is something that was developed by

  11. 00:05:01 --> 00:05:31

    The Bartlett School of Architecture and is a way of  looking at a space and actually trying to work out where are the potential places where people  are likely to have this sort of chance meeting. Often it's at the *junction of viewpoints*. It's where perhaps multiple corridors meet or something like that. Or it might be perhaps that there's windows that look out onto a central area that you can all see as things are going on. So, you can try and plan to create physical spaces that encourage those.

  12. 00:05:31 --> 00:06:01

    Sometimes, it might be more about creating *special times* in those places. That might be *away days*. You often have this – you've probably been involved here where you go off-site somewhere or maybe even within your organization but to a different part of the building. You're shutting yourself off – off from telephone calls and interruptions; but also by going into a different space together, you are able to discuss things in a different way.

  13. 00:06:01 --> 00:06:33

    You feel differently about that place. Maybe you might have meeting-free days; you might deliberately say every Wednesday there are no meetings. Ways to create space where people can both have freedom to think themselves but also to meet with  others. Now, as you saw that crossover between the physical environment and the time and the means of sharing in the physical environment. Physical environment also we know is important individually.

  14. 00:06:33 --> 00:07:04

    So, it's actually gone down again – the wind was quite loud here because I'm sitting in a room that's just opposite the sea. I quite like to be able to look out and see  those open environments. Other people prefer something that's more of blank white walls. Often, poets, novelists have had places to go to. There's a picture here of Dylan Thomas's boat house where he wrote a lot of his poetry. George Orwell – I've got a copy here  of *1984* – he wrote *1984* on this little

  15. 00:07:04 --> 00:07:32

    – I think it wasn't a little cottage; actually it might have been quite a big house at the very northern tip of Jura, which is about as far as you can get away from civilization that you can get in the United Kingdom, way off on this little Scottish island at the end of nowhere. And that was where he found space, even though he was actually ailing in his health at that point, to actually write – and write what's become a seminal work of fiction.

  16. 00:07:32 --> 00:08:03

    In a design studio, you might also have things like mood boards, designing around putting photographs – whether that's coming from your participants or your subjects or from just things that you have inspiration to think about. If you come across cultural probes, this is  when you give people these little packs that have things like postcards for writing or photographs  to take where your subjects, your end users have created things – you can then put those in your environment,

  17. 00:08:03 --> 00:08:34

    ways of making your environment one that sparks  creativity, sparks thoughts for you. Crucially also is getting into *users' real contexts*. Again, this is a way – I mean, it's important for eliciting knowledge, but important also for understanding, getting that rich sense that enables you to be able to think of things that  are original and yet suited to the person. Many years ago, actually right at the very beginning of my career in

  18. 00:08:34 --> 00:09:01

    understanding user interfaces and human-computer interactions, I worked at a local government for the sort of IT or computing department. One of my earliest jobs was to create a printout, an annual printout, or to *update an annual printout* for the Pensions department. And I met with the head of the Pensions department; we talked about how this printout, which was basically one line on a line-printer listing

  19. 00:09:01 --> 00:09:31

    per pensioner at the end of the year, what this man wanted in it. So, he was the head of the department. We talked together in my office for about an hour. And several times I asked him how he used the printout, and I never felt I really understood what it was used for. Later on, I produced the first example; so, I had my listing that had come off. And I said this is old green-and-white lined paper – so, this is very, very old stuff.

  20. 00:09:31 --> 00:10:02

    Anyway, I rang him up and said, 'It's come off the printer.' And he said, 'Oh, I'll come to your office.'  And I said, 'Well, why don't I go to you?' So, I went to his office, where there were other people working, a few clerical people who did work for him. And at that stage, I said, 'What do you do with this listing?' And then, he said 'oh' and he went to a filing cabinet and he brought out these little five-by-three paper cards and said, 'Oh, we take this number from here and this number from here and we put it there.' 

  21. 00:10:02 --> 00:10:34

    And I said, 'Oh! Would you like me to add those two numbers together?' And he said, 'Ah! Can you do that?!' In my office, he wasn't able to see the  potential of the technology, and we're talking simple technology, but even that. I wasn't able to understand the nature of his problem well enough. When we were in his environment, in the *real  environment where the real work happened*, suddenly we were able to see the better solution  that meant he actually had something that fitted

  22. 00:10:34 --> 00:10:40

    his uses much better than anything  we got from our more abstract discussions.

Video copyright info
    Images
  1. Copyright holder: GerritR. Appearance time: 6:54 - 6:59 Copyright license and terms: CC-BY-SA-4.0 Link: https://commons.wikimedia.org/wiki/File:Blick_auf_das_Dylan_Thomas_Boathouse_und_die_Trichterm%C3%BCndung_des_Taf,_Wales.jpg
 

What is the role of research in creative problem solving?

Research plays a crucial role in any kind of creative problem solving, and in creative problem solving itself it’s about collecting information about the problem—and, by association, the users themselves. You and your team members need to have a well-defined grasp of what you’re facing before you can start reaching out into the wide expanses of the idea space.  

Research helps you lay down a foundation of knowledge and avoid reinventing the wheel. Also, if you study existing solutions and industry trends, you’ll be able to understand what has worked before and what hasn't.  

What’s more, research is what will validate the ideas that come out of your ideation efforts. From testing concepts and prototypes with real users, you’ll get precious input about your creative solutions so you can fine-tune them to be innovative and practical—and give users what they want in a way that’s fresh and successful. 

Take our course, Creativity: Methods to Design Better Products and Services

Watch as UX Strategist and Consultant, William Hudson explains important points about user research: 

Show Hide video transcript
  1. 00:00:00 --> 00:00:30

    User research is a crucial part of the design process. It helps to bridge the gap between what we think users need and what users actually need. User research is a systematic process of gathering and analyzing information about the target audience or users of a product, service or system. Researchers use a variety of methods to understand users, including surveys, interviews, observational studies, usability testing, contextual inquiry, card sorting and tree testing, eye tracking

  2. 00:00:30 --> 00:01:02

    studies, A-B testing, ethnographic research and diary studies. By doing user research from the start, we get a much better product, a product that is useful and sells better. In the product development cycle, at each stage, you’ll different answers from user research. Let's go through the main points. What should we build? Before you even begin to design you need to validate your product idea. Will my users need this? Will they want to use it? If not this, what else should we build?

  3. 00:01:02 --> 00:01:31

    To answer these basic questions, you need to understand your users everyday lives, their motivations, habits, and environment. That way your design a product relevant to them. The best methods for this stage are qualitative interviews and observations. Your visit users at their homes at work, wherever you plan for them to use your product. Sometimes this stage reveals opportunities no one in the design team would ever have imagined. How should we build this further in the design process?

  4. 00:01:31 --> 00:02:00

    You will test the usability of your design. Is it easy to use and what can you do to improve it? Is it intuitive or do people struggle to achieve basic tasks? At this stage you'll get to observe people using your product, even if it is still a crude prototype. Start doing this early so your users don't get distracted by the esthetics. Focus on functionality and usability. Did we succeed? Finally, after the product is released, you can evaluate the impact of the design.

  5. 00:02:00 --> 00:02:15

    How much does it improve the efficiency of your users work? How well does the product sell? Do people like to use it? As you can see, user research is something that design teams must do all the time to create useful, usable and delightful products.

 

How do I handle criticism of my creative solutions?

First, it’s crucial for a facilitator to make sure the divergent stage of the creative problem solving is over and your team is on to the convergent stage. Only then should any analysis happen.  

If others are being critical of your creative solutions, listen carefully and stay open-minded. Look on it as a chance to improve, and don’t take it personally. Indeed, the session facilitator should moderate to make sure everyone understands the nature of constructive criticism.  

If something’s unclear, be sure to ask the team member to be more specific, so you can understand their points clearly. 

Then, reflect on what you’ve heard. Is it valid? Something you can improve or explain? For example, in a bad ideas session, there may be an aspect of your idea that you can develop among the “bad” parts surrounding it. 

So, if you can, clarify any misunderstandings and explain your thought process. Just stay positive and calm and explain things to your critic and other team member. The insights you’ve picked up may strengthen your solution and help to refine it. 

Last—but not least—make sure you hear multiple perspectives. When you hear from different team members, chances are you’ll get a balanced view. It can also help you spot common themes and actionable improvements you might make. 

Take our course, Creativity: Methods to Design Better Products and Services

Watch as Todd Zaki Warfel, Author, Speaker and Leadership Coach, explains how to present design ideas to clients, a valuable skill in light of discussing feedback from stakeholders. 

Show Hide video transcript
  1. 00:00:00 --> 00:00:32

    This new narrative starts with *identifying your audience and intent*. The way you pitch an idea to a client, peer or executive requires an *adjustment to your language and approach*. Client – they're more of an occasional traveler. They don't know the system; they don't know the ins and outs. They're less likely to share your language.  I mean, you're probably speaking design. They speak business and outcomes and results. So, you may need to establish a basic level of understanding.

  2. 00:00:32 --> 00:01:04

    Clients and executives are also less patient  and don't want to waste 20 minutes going through every single detail just to get to the answer. Karen's what you would call an occasional traveler. She expected high-fidelity visual comps and just had a bottom-liner approach. Karen's one of these busy executives. She doesn't have time for – nor does she need to or want to hear – all the details. She just needs to know *why she should care*, *why it matters to her line of business*,

  3. 00:01:04 --> 00:01:30

    and then she can decide to support your proposal ...or not. Now, the last time the team had presented to Karen, they spent the *entire 60-minute meeting* walking  her through *their process* and *justifying their decisions*. If you know anything about executives – a 60-minute meeting; *not* a good idea. Here's the rub. They never addressed the value of the business, and the team didn't come in with a clear ask.

  4. 00:01:30 --> 00:02:02

    In the own words of the team, it was the most grueling 60 minutes of their entire careers at this company. So, what do we do? Well, this time around, we started with audience and intent. We changed the story and wrote a new  narrative and developed a new plan. We started with the *intended outcome* with Karen, shared a few *stories* and then highlighted the *value* that our approach would bring to her business – and quickly gained approval from her. And I'll never forget the moment; it was like eight minutes into my presentation.

  5. 00:02:02 --> 00:02:22

    I actually looked down at my watch to check, when Karen interrupted me mid-sentence and said, 'Okay, Todd – I get it. You've done your homework; you've clearly shown how the solution solves the problem and how it's better than my original idea. What do we need to do to move forward?  What do you need from *me* to deliver this?'

 

What is lateral thinking, and how does it relate to creative problem solving?

Lateral thinking is a technique where you approach problems from new and unexpected angles. It encourages you to put aside conventional step-by-step logic and get “out there” to explore creative and unorthodox solutions. Author, physician and commentator Edward de Bono developed lateral thinking as a way to help break free from traditional patterns of thought. 

In creative problem solving, you can use lateral thinking to come up with truly innovative ideas—ones that standard logical processes might overlook. It’s about bypassing these so you can challenge assumptions and explore alternatives that point you and your team to breakthrough solutions. 

You can use techniques like brainstorming to apply lateral thinking and access ideas that are truly “outside the box” and what your team, your brand and your target audience really need to work on. 

Professor Alan Dix explains lateral thinking in this video: 

Show Hide video transcript
  1. 00:00:00 --> 00:00:32

    Lateral thinking. So, if you're thinking out of the box, then lateral thinking is... well, almost – not quite, but almost the same thing in different words. And this idea of doing things that are breaking the mold, that are not following a line obviously covers a lot of creativity techniques, but particularly lateral thinking, de Bono's lateral thinking. The idea there is, wherever you are, you've got your problem, you've got your start point. Linear thinking, in de Bono's terms, is very much about

  2. 00:00:32 --> 00:01:03

    trying to follow the standard path, going along. So, if you're doing mathematics, you might pull the standard techniques off the shelf; if you're writing a poem, you might be thinking line by line and you're thinking how each line fits and rhymes with the one before – if you're doing rhyming poetry, that is. So, it's all about following the same path of reasoning, going on and on. *Lateral thinking is about trying to expand*; so, instead of following the same path of reasoning, are there different places to start?

  3. 00:01:03 --> 00:01:32

    Are there different ways of thinking from the way, where you are? So, it's about trying to expand your idea of where you are *outwards*. So, that might be thinking of different solution strategies. So, it might be thinking of different ways to start. Crucially, though, if you want to see out of the box – or get out of the box, you actually often need to see the box. If you're literally in a cardboard box, you know you're in it, but... *mental boxes* – you don't actually know you're in them.

  4. 00:01:32 --> 00:02:02

    It's not that there's a cardboard wall and you don't go beyond it; it's more like a hall of mirrors, so you never realize there's anything outside at all. Sometimes *unusual examples* can help you see that. And that's, again, part of the reason for the Bad Ideas method, like Random Metaphors; things that – as soon as you've got something that isn't in the box, even if it's not a very good thing, it helps you to realize – you can say, "Well, *why* isn't this a good solution?

  5. 00:02:02 --> 00:02:33

    Why doesn't it work as a solution?" And as you answer that question about why, what you're doing is you're *naming* that cardboard wall. And once you've named the cardboard wall and you know it's there, you can start to think of what might be outside of that box but perhaps is a better solution. If you think about some of the analytic methods combining those, those are about building a map of the territory, which is very much about naming the box, naming the walls, naming the boundaries. And by naming them, by seeing from a distance what is there,

  6. 00:02:33 --> 00:03:02

    being able to then think of alternative solutions that are completely different. So, both alternative solutions help you to see the territory, help you to see the box; of course, by seeing the box, that gives you the potential to have alternative solutions, and actually you can iterate back and forth between those and hopefully build a better understanding of what is there and what is constraining you. If you understand what's constraining you, then you can start to break those constraints.

   

Take our course, Creativity: Methods to Design Better Products and Services

What are highly cited scientific articles about creative problem solving?

1. Baer, J. (2012). Domain Specificity and The Limits of Creativity Theory. The Journal of Creative Behavior, 46(1), 16–29.  
John Baer's influential paper challenged the notion of a domain-general theory of creativity and argued for the importance of considering domain-specific factors in creative problem solving. This work has been highly influential in shaping the understanding of creativity as a domain-specific phenomenon and has implications for the assessment and development of creativity in various domains. 

2. Runco, M. A., & Jaeger, G. J. (2012). The Standard Definition of Creativity. Creativity Research Journal, 24(1), 92–96.  
Mark A. Runco and Gerard J. Jaeger's paper proposed a standard definition of creativity, which has been widely adopted in the field. They defined creativity as the production of original and effective ideas, products, or solutions that are appropriate to the task at hand. This definition has been influential in providing a common framework for creativity research and assessment. 

What are some highly regarded books about creative problem solving?

1. Fogler, H. S., LeBlanc, S. E., & Rizzo, B. (2014). Strategies for Creative Problem Solving (3rd ed.). Prentice Hall. 

This book focuses on developing creative problem-solving strategies, particularly in engineering and technical contexts. It introduces various heuristic problem-solving techniques, optimization methods, and design thinking principles. The authors provide a systematic framework for approaching ill-defined problems, generating and implementing solutions, and evaluating the outcomes. With its practical exercises and real-world examples, this book has been influential in equipping professionals and students with the skills to tackle complex challenges creatively. 

 

2. De Bono, E. (1985). Six Thinking Hats. Little, Brown and Company.   

Edward de Bono's Six Thinking Hats introduces a powerful technique for parallel thinking and decision-making. The book outlines six different "hats" or perspectives that individuals can adopt to approach a problem or situation from various angles. This structured approach encourages creative problem-solving by separating different modes of thinking, such as emotional, logical, and creative perspectives. De Bono's work has been highly influential in promoting lateral thinking and providing a practical framework for group problem solving. 

 

3. Osborn, A. F. (1963). Applied Imagination: Principles and Procedures of Creative Problem-Solving (3rd ed.). Charles Scribner's Sons.  

Alex F. Osborn's Applied Imagination is a pioneering work that introduced the concept of brainstorming and other creative problem-solving techniques. Osborn emphasized how important it is to defer judgment and generate a large quantity of ideas before evaluating them. This book laid the groundwork for many subsequent developments in the field of creative problem-solving, and it’s been influential in promoting the use of structured ideation processes in various domains. 

Answer a Short Quiz to Earn a Gift

Question 1

What is the first stage in the creative problem-solving process?

1 point towards your gift

Literature on Creative Problem Solving

Here's the entire UX literature on Creative Problem Solving by the Interaction Design Foundation, collated in one place:

Learn more about Creative Problem Solving

Take a deep dive into Creative Problem Solving with our course Creativity: Methods to Design Better Products and Services .

The overall goal of this course is to help you design better products, services and experiences by helping you and your team develop innovative and useful solutions. You’ll learn a human-focused, creative design process.

We’re going to show you what creativity is as well as a wealth of ideation methods―both for generating new ideas and for developing your ideas further. You’ll learn skills and step-by-step methods you can use throughout the entire creative process. We’ll supply you with lots of templates and guides so by the end of the course you’ll have lots of hands-on methods you can use for your and your team’s ideation sessions. You’re also going to learn how to plan and time-manage a creative process effectively.

Most of us need to be creative in our work regardless of if we design user interfaces, write content for a website, work out appropriate workflows for an organization or program new algorithms for system backend. However, we all get those times when the creative step, which we so desperately need, simply does not come. That can seem scary—but trust us when we say that anyone can learn how to be creative­ on demand. This course will teach you ways to break the impasse of the empty page. We'll teach you methods which will help you find novel and useful solutions to a particular problem, be it in interaction design, graphics, code or something completely different. It’s not a magic creativity machine, but when you learn to put yourself in this creative mental state, new and exciting things will happen.

In the “Build Your Portfolio: Ideation Project”, you’ll find a series of practical exercises which together form a complete ideation project so you can get your hands dirty right away. If you want to complete these optional exercises, you will get hands-on experience with the methods you learn and in the process you’ll create a case study for your portfolio which you can show your future employer or freelance customers.

Your instructor is Alan Dix. He’s a creativity expert, professor and co-author of the most popular and impactful textbook in the field of Human-Computer Interaction. Alan has worked with creativity for the last 30+ years, and he’ll teach you his favorite techniques as well as show you how to make room for creativity in your everyday work and life.

You earn a verifiable and industry-trusted Course Certificate once you’ve completed the course. You can highlight it on your resume, your LinkedIn profile or your website.

All open-source articles on Creative Problem Solving

Please check the value and try again.

Open Access—Link to us!

We believe in Open Access and the democratization of knowledge. Unfortunately, world-class educational materials such as this page are normally hidden behind paywalls or in expensive textbooks.

If you want this to change, , link to us, or join us to help us democratize design knowledge!

Share Knowledge, Get Respect!

Share on:

or copy link

Cite according to academic standards

Simply copy and paste the text below into your bibliographic reference list, onto your blog, or anywhere else. You can also just hyperlink to this page.

Interaction Design Foundation - IxDF. (2024, June 14). What is Creative Problem Solving?. Interaction Design Foundation - IxDF.

New to UX Design? We're Giving You a Free eBook!

The Basics of User Experience Design

Download our free ebook “The Basics of User Experience Design” to learn about core concepts of UX design.

In 9 chapters, we'll cover: conducting user interviews, design thinking, interaction design, mobile UX design, usability, UX research, and many more!

A valid email address is required.
315,797 designers enjoy our newsletter—sure you don't want to receive it?