Introduction to the Essential Ideation Techniques which are the Heart of Design Thinking

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Worst Possible Idea is an ideation method where team members purposefully seek the worst solutions in ideation sessions. The “inverted” search process relaxes them, boosts their confidence and stokes their creativity so they can examine these ideas, challenge their assumptions and gain insights towards great ideas.
What I want to do is talk through three different reasons why I get you to do bad ideas. So, you've had a go at bad ideas yourself as an exercise, and I've talked you through some of these. Now, you're probably already getting an idea as to why I pose this as an exercise. So, the first reason is *training*. So, the examples that I gave were all silly examples.
Well, they're all supposed to be silly, but they weren't directed towards a brief. So, in other settings I might say I want a bad idea – well, we talked about one before, about notifications in an e-learning system. You know – how do we do notifications well? We might want to have bad ideas for a website, for a car designer or something like that.
So, you might have direct bad ideas. The ones I gave you were not; they were just random ones. And I did this more as a random exercise. Now, the reason for doing that is about *mind training*. It's about learning to think differently about stuff. Now, you notice – you've probably been in brainstorming sessions, and everybody says, 'There's going to be no judgement here. You know – just say your idea and we'll just...' Ugh... yeah – do you really believe that? Actually, you sort of know – you know – okay, they're supposed to be anything you think of... *so long as they're not too bad*.
So, *it's very difficult to actually have good ideas without feeling judged* if the other people don't feel they're good enough, if they don't spark enough interest from other people. Also, when you've had a good idea, it's really *hard to critique it yourself* or even to *hear somebody else critique it*. So, you've been in brainstorming sessions, you've thrown out your idea, and people tear to pieces.
And it's *your* good idea!!! Yeah, it's not (inaudible) good – but very hard yourself, when you've got something you know is a good idea. Now, you know most of your ideas will have problems with them. You want to be able to take your wonderful design for something and to be able to tear it apart, to be able to see where its weaknesses are. That's very hard when it's your baby. So, training – learning how to do that is a good thing.
The thing with bad ideas is it's much easier to do these. First of all, you don't have this issue of judgment, particularly in a group situation. If you're going to have bad ideas, you know they're bad ideas. How can anybody say your bad idea is a bad bad idea? They're *all* bad ideas. They're silly; that's good – the more bad they are. I mean the worst they can say is, 'That's a good idea.' And are you really going to be so upset if they say it's a good idea? No. All right. So, judgment almost disappears. It doesn't entirely; we're human.
But it really makes it a lot easier, especially in a group session, to throw out things if you say, 'We are going to deliberately throw out some really silly ideas.' Crucially, also, when it's a bad idea, you have a *low personal commitment* to it. You're expecting it to be bad – that's *why* you've put it out there, so you can critique it in a way that is really hard to do when it's your good idea. So, you can learn how to critique things, how to do; those prompts are about trying to tear them apart.
And I said remembering the good as well as the bad, but taking things apart. So, if it's your good idea, you can't do it. Interestingly enough, when it's something you know isn't working well – say it's that bit of software you really hate using; it's quite difficult to say, 'Ah, and there's this good thing about it.' Right? Now, you want to be able to do that, because if you want to design a better one of them, it's a good idea to know what's working in the old one in order to make sure you don't lose it in a new one.
You know – a classic way in which we make mistakes in design is *we fix one problem and in doing it create half a dozen new ones*. So, you want to be able to do that but it's quite hard to. Again, with bad ideas, you can easily critique them because you knew they were bad to start with. And it's quite fun when you find the good things about them as well. So, that's about mind training; it's about giving yourself those tools because those prompts – that's what's good, what's bad – I mean, they're very simple, but that's what you want to be doing to everything, whether it's the thing you want to fix
because you know it's bad and not working, or whether it's the new thing you want to create; you want to be able to do that critique, and it's a way of helping train yourself to do it. So, another thing we can do with bad ideas is actually *use them as a design tool*. So, when you want a good idea, it tends to encourage a level of conservatism, which we talked about in the brainstorm; you tend to – you know – so if you want a
good idea for a new kind of car, it'll probably have four wheels on, it'll probably have doors, it'll probably have a roof or maybe not if you're used to sports cars without. But it's going to have most things. The engine mostly is in the front, unless you've done a VW and you're used to one in the back. It's quite hard to not do just that ant-type creativity. Sometimes it's a good thing to do, but it's hard to actually make the larger leaps.
So, in fact, if you imagine – and I'm a mathematician originally, so I'm afraid the world lives as Venn diagrams as a mathematician. So, the blue area here – the little blue area is the set of all possible ideas, design ideas. And the green blobs are design ideas that are good ones. So, say you've got – it's transport options – there are some things that – so, they're a bit like islands here; that's why they're green, sort of islands in this ocean of ideas.
And a lot of ideas – the blue ones there – are not good. But there are good ideas, and related to one good idea there are usually others. So, if you look at your cars, most of them look vaguely the same, but there's also motorbikes, and motorbikes are quite different to cars. And there's very few half-in-between things between them. So, there are often gulfs between one set of good ideas which work and another set of good ideas. And it's very hard to bridge. So, if you are used to one way of thinking about stuff, it's very hard to jump
to a completely different part of the design space. So, you end up stuck, and actually often you have to end up in a bad space before you can find the next good space. So, good ideas, what happens is you wiggle around but you basically get stuck within one island of good ideas and never visit the rest. I mean, that can be sufficient. Sometimes that's all you need. But that doesn't help you make those radical jumps.
With bad ideas, it helps you to do the jumps because when you think of a bad idea you don't just do a little thing – actually because it'd be good if you did that – so, you think of something really silly. So, like, I'm going to have a car that's got two wheels, but they're both at the front, not two wheels one behind the other like a motorbike, but two and they're just at the front. You know that's a bad idea. So, you've allowed yourself to say, 'Or I'll have a car with no wheels at all.' – you know –
'I'll have a car with no... doors.' Yeah, I'm still being a bit incremental in terms of my small changes, you know. But – you know – a car that's like a donut you run; (inaud.) but they're – it's easier to jump way out of your comfort zone of good ideas when you've got a bad idea, when you know you've got to go into a bad idea. So, we're leaping into the ocean of ideas in idea space
off our little island which we felt comfortable in. What you notice with it analytically – by sort of questioning this, we were able to then pull ourselves back down. So, at the end part of that where we said, 'Can we turn it into a good idea?' – now for the training bit, I mean, it's fun to do but it's not necessary to do – but if you actually want to use this to generate ideas, so you can use in two ways – for training, but to actually generate ideas – then you want to pull it back and make it into a good idea again.
But as we do that because we're trying to retain the good things that were there because it was bad, often those are good things. So, like the melt with the chocolate teapot – you know – ordinary teapots do not taste good. So, if you want to retain the tasting goodness of the chocolate teapot, then we can't just fall back into our familiar teapot world. We end up somewhere different. So, as you pull it back and make it good, the likelihood is we're more likely to end up in a radically new island of good ideas
amongst the sea of bad ideas. Once we're there, we can then start to incrementally modify it and do things. So, but we've *allowed ourselves to make that big jump* and then we could do a bit of ant creativity over there to perhaps tidy up some of the gaps at the end – you know. Ways we can sort of fix problems and do that sort of incremental 'ant' fixing. But what we've done is we've explored *a whole new part of the design space*. The third thing – and possibly the most important – is about *understanding*.
As you critique the bad ideas, you start to understand the nature of the design space you're working in. So, as you try to say, 'Well, why is this bad?', you start to dig yourself into talking about the critical dimensions and criteria that describe your problem space. There are various things when we talk about design; there are *dimensions*, so you might talk about
– you know – well, we're talking about the meltiness, the amount of meltiness; you know – how melty is something? So, we've got a dimension there. *Criteria* – spilling the teapot; if it melts, it spills; so, a criteria is whether it spills or not and whether that's bad or not, which might vary on the context. *Properties of things* – you know – it's like whether, the breakiness of a hammer, and by understanding the properties of the glass, we might think of times either when it's good to have glass or a different (inaud.) or – that might actually just make us think about
materials and hammers *in general*. So, as we analyze these things, we *start to build a vocabulary* to talk about the space of designs we're working in. So, it forces us into this meta-level discussion. And one thing I've found is it's often hard to articulate some of these abstract qualities, but by analyzing something – now, it doesn't have to be a bad idea; it could be a good idea,
but if it is a good idea, you have some of these barriers – but by articulating those, you suddenly end up with an understanding of the design space. Now, from that understanding, you might then throw away all of the work you've done so far, but now you have a way – you're thinking about your design in a *radically different way*. But it's more like – if you've done this analysis, it's not like that unguided jump; it's more like you're doing a *guided move* and you've got a map of the terrain. And then, if you've got a map of the terrain, you don't have to just jump into the sea and then try
and find a piece of land, which is what the making-the-bad-idea-good bit was; you actually start to understand where all those pockets of land are, and you can move into them in a way which is intelligent, which is reasoned, but also radical and often very creative.
See how seeds of wisdom grow from even the most “toxic” soil.
Some people clam up in group sessions such as brainstorming, although everyone in a design team technically should feel free to explore all possibilities on the road to the best solution. With their peers surrounding them, they may be reluctant to offer input, fearing their ideas will make them look silly or short-sighted. Team members may also hold back on mentioning—and then forget—fragments or beginnings of plans that are actually valuable, fearing someone will rip their embryonic brainchild apart and humiliate them. When your design team uses the Worst Possible Idea technique, you avoid this by flipping the playing field. The name of the game is to produce the silliest, craziest ideas. Therefore, as nobody can look silly, nobody will worry about losing face. Better still, because the premise of the approach seems ridiculous, the group’s laughter relaxes us further as we proceed.
Author, president and co-founder of The Growth Engine Company LLC, Bryan Mattimore coined the term “worst possible idea” when he described turning the search for innovative ideas with a group of professionals upside down. The point was to kick-start a fruitful process for thinking up ideas by breaking with convention. Instead of getting stuck on trying for good ideas the group was encouraged to adopt a radically different approach. Soon, because everyone was searching for downright awful ideas, they could loosen up. And because the group could relax enough, they managed to overcome the impasse or mental constipation which the pressure of other ideation techniques can impose. In the case of the individuals Mattimore worked with, as they generated many seemingly terrible ideas, they found they could get on track towards what actually would work.
The real power of Worst Possible Idea is what happens after we start to feel more at ease about offering our thoughts. Although you and your team are free to kick back and try for the most ludicrous-sounding notions, there is a method to the madness.
To practice Worst Possible Idea, as group members we should:
Come up with as many bad ideas as we can.
List all the properties of those terrible ideas.
List what makes the worst of these so very bad.
Search for the opposite of the worst attribute.
Consider substituting something else in for the worst attribute.
Mix and match various awful ideas to see what happens.
When design team members identify a rotten-looking or “preposterous” idea and deconstruct it to see what makes it tick as such, they can find powerful insights that may serve as foundations for good plans elsewhere.
“Bad ideas started flowing. "Here's a really bad idea," said one banker. "We could round down everyone's deposits to the nearest dollar. Most people probably wouldn't notice." Said another, "let's make mistakes in their favor, give everyone extra money every time they make a transaction. Now that's a bad idea!" More laughter," but if you've ever seen the Bank of America "keep the change" savings program, perhaps it began in this session.”
— Bob Dorf, Co-author of The Startup Owner’s Manual (writing about Bryan Mattimore)
Find details on Worst Possible Idea and other Design Thinking techniques in the Interaction Design Foundation’s course.
Read Bob Dorf’s piece that sheds light on how Bryan Mattimore wielded Worst Possible Idea with powerful results.
Psychology author Drake Baer examines the dynamic of shame-culture in ideation sessions, offering some valuable and amusing insights.
UX (user experience) designers use the “Worst Possible Idea” technique instead of traditional brainstorming because it removes fear of failure and encourages unconventional thinking. Traditional brainstorming can lead to self-censorship, as participants may worry about proposing ideas that seem impractical, silly, or “wrong.” Team members may stay silent due to performance anxiety or a fear of being judged. This technique offers an “antidote” to that fear, and it flips the script—so, the sillier or more “wrong,” the better the idea! Designers intentionally come up with the worst ideas possible, making the process more fun and relaxed.
There’s a method to the “madness.” By focusing on terrible ideas, teams expose hidden assumptions and discover unexpected solutions. Once the worst ideas are on the table, team members can reverse or refine them into viable concepts. For example, if a “worst idea” for a navigation system is “users must solve a puzzle to find the menu,” it might spark the thought of adding delightful micro-interactions instead.
This method works well in UX because it breaks creative blocks and allows designers to explore bold, innovative ideas that might not surface in a traditional brainstorming session.
Watch as Author and Human-Computer Interaction Expert, Professor Alan Dix explains important points about bad ideas and why they’re good for design:
What I want to do is talk through three different reasons why I get you to do bad ideas. So, you've had a go at bad ideas yourself as an exercise, and I've talked you through some of these. Now, you're probably already getting an idea as to why I pose this as an exercise. So, the first reason is *training*. So, the examples that I gave were all silly examples.
Well, they're all supposed to be silly, but they weren't directed towards a brief. So, in other settings I might say I want a bad idea – well, we talked about one before, about notifications in an e-learning system. You know – how do we do notifications well? We might want to have bad ideas for a website, for a car designer or something like that.
So, you might have direct bad ideas. The ones I gave you were not; they were just random ones. And I did this more as a random exercise. Now, the reason for doing that is about *mind training*. It's about learning to think differently about stuff. Now, you notice – you've probably been in brainstorming sessions, and everybody says, 'There's going to be no judgement here. You know – just say your idea and we'll just...' Ugh... yeah – do you really believe that? Actually, you sort of know – you know – okay, they're supposed to be anything you think of... *so long as they're not too bad*.
So, *it's very difficult to actually have good ideas without feeling judged* if the other people don't feel they're good enough, if they don't spark enough interest from other people. Also, when you've had a good idea, it's really *hard to critique it yourself* or even to *hear somebody else critique it*. So, you've been in brainstorming sessions, you've thrown out your idea, and people tear to pieces.
And it's *your* good idea!!! Yeah, it's not (inaudible) good – but very hard yourself, when you've got something you know is a good idea. Now, you know most of your ideas will have problems with them. You want to be able to take your wonderful design for something and to be able to tear it apart, to be able to see where its weaknesses are. That's very hard when it's your baby. So, training – learning how to do that is a good thing.
The thing with bad ideas is it's much easier to do these. First of all, you don't have this issue of judgment, particularly in a group situation. If you're going to have bad ideas, you know they're bad ideas. How can anybody say your bad idea is a bad bad idea? They're *all* bad ideas. They're silly; that's good – the more bad they are. I mean the worst they can say is, 'That's a good idea.' And are you really going to be so upset if they say it's a good idea? No. All right. So, judgment almost disappears. It doesn't entirely; we're human.
But it really makes it a lot easier, especially in a group session, to throw out things if you say, 'We are going to deliberately throw out some really silly ideas.' Crucially, also, when it's a bad idea, you have a *low personal commitment* to it. You're expecting it to be bad – that's *why* you've put it out there, so you can critique it in a way that is really hard to do when it's your good idea. So, you can learn how to critique things, how to do; those prompts are about trying to tear them apart.
And I said remembering the good as well as the bad, but taking things apart. So, if it's your good idea, you can't do it. Interestingly enough, when it's something you know isn't working well – say it's that bit of software you really hate using; it's quite difficult to say, 'Ah, and there's this good thing about it.' Right? Now, you want to be able to do that, because if you want to design a better one of them, it's a good idea to know what's working in the old one in order to make sure you don't lose it in a new one.
You know – a classic way in which we make mistakes in design is *we fix one problem and in doing it create half a dozen new ones*. So, you want to be able to do that but it's quite hard to. Again, with bad ideas, you can easily critique them because you knew they were bad to start with. And it's quite fun when you find the good things about them as well. So, that's about mind training; it's about giving yourself those tools because those prompts – that's what's good, what's bad – I mean, they're very simple, but that's what you want to be doing to everything, whether it's the thing you want to fix
because you know it's bad and not working, or whether it's the new thing you want to create; you want to be able to do that critique, and it's a way of helping train yourself to do it. So, another thing we can do with bad ideas is actually *use them as a design tool*. So, when you want a good idea, it tends to encourage a level of conservatism, which we talked about in the brainstorm; you tend to – you know – so if you want a
good idea for a new kind of car, it'll probably have four wheels on, it'll probably have doors, it'll probably have a roof or maybe not if you're used to sports cars without. But it's going to have most things. The engine mostly is in the front, unless you've done a VW and you're used to one in the back. It's quite hard to not do just that ant-type creativity. Sometimes it's a good thing to do, but it's hard to actually make the larger leaps.
So, in fact, if you imagine – and I'm a mathematician originally, so I'm afraid the world lives as Venn diagrams as a mathematician. So, the blue area here – the little blue area is the set of all possible ideas, design ideas. And the green blobs are design ideas that are good ones. So, say you've got – it's transport options – there are some things that – so, they're a bit like islands here; that's why they're green, sort of islands in this ocean of ideas.
And a lot of ideas – the blue ones there – are not good. But there are good ideas, and related to one good idea there are usually others. So, if you look at your cars, most of them look vaguely the same, but there's also motorbikes, and motorbikes are quite different to cars. And there's very few half-in-between things between them. So, there are often gulfs between one set of good ideas which work and another set of good ideas. And it's very hard to bridge. So, if you are used to one way of thinking about stuff, it's very hard to jump
to a completely different part of the design space. So, you end up stuck, and actually often you have to end up in a bad space before you can find the next good space. So, good ideas, what happens is you wiggle around but you basically get stuck within one island of good ideas and never visit the rest. I mean, that can be sufficient. Sometimes that's all you need. But that doesn't help you make those radical jumps.
With bad ideas, it helps you to do the jumps because when you think of a bad idea you don't just do a little thing – actually because it'd be good if you did that – so, you think of something really silly. So, like, I'm going to have a car that's got two wheels, but they're both at the front, not two wheels one behind the other like a motorbike, but two and they're just at the front. You know that's a bad idea. So, you've allowed yourself to say, 'Or I'll have a car with no wheels at all.' – you know –
'I'll have a car with no... doors.' Yeah, I'm still being a bit incremental in terms of my small changes, you know. But – you know – a car that's like a donut you run; (inaud.) but they're – it's easier to jump way out of your comfort zone of good ideas when you've got a bad idea, when you know you've got to go into a bad idea. So, we're leaping into the ocean of ideas in idea space
off our little island which we felt comfortable in. What you notice with it analytically – by sort of questioning this, we were able to then pull ourselves back down. So, at the end part of that where we said, 'Can we turn it into a good idea?' – now for the training bit, I mean, it's fun to do but it's not necessary to do – but if you actually want to use this to generate ideas, so you can use in two ways – for training, but to actually generate ideas – then you want to pull it back and make it into a good idea again.
But as we do that because we're trying to retain the good things that were there because it was bad, often those are good things. So, like the melt with the chocolate teapot – you know – ordinary teapots do not taste good. So, if you want to retain the tasting goodness of the chocolate teapot, then we can't just fall back into our familiar teapot world. We end up somewhere different. So, as you pull it back and make it good, the likelihood is we're more likely to end up in a radically new island of good ideas
amongst the sea of bad ideas. Once we're there, we can then start to incrementally modify it and do things. So, but we've *allowed ourselves to make that big jump* and then we could do a bit of ant creativity over there to perhaps tidy up some of the gaps at the end – you know. Ways we can sort of fix problems and do that sort of incremental 'ant' fixing. But what we've done is we've explored *a whole new part of the design space*. The third thing – and possibly the most important – is about *understanding*.
As you critique the bad ideas, you start to understand the nature of the design space you're working in. So, as you try to say, 'Well, why is this bad?', you start to dig yourself into talking about the critical dimensions and criteria that describe your problem space. There are various things when we talk about design; there are *dimensions*, so you might talk about
– you know – well, we're talking about the meltiness, the amount of meltiness; you know – how melty is something? So, we've got a dimension there. *Criteria* – spilling the teapot; if it melts, it spills; so, a criteria is whether it spills or not and whether that's bad or not, which might vary on the context. *Properties of things* – you know – it's like whether, the breakiness of a hammer, and by understanding the properties of the glass, we might think of times either when it's good to have glass or a different (inaud.) or – that might actually just make us think about
materials and hammers *in general*. So, as we analyze these things, we *start to build a vocabulary* to talk about the space of designs we're working in. So, it forces us into this meta-level discussion. And one thing I've found is it's often hard to articulate some of these abstract qualities, but by analyzing something – now, it doesn't have to be a bad idea; it could be a good idea,
but if it is a good idea, you have some of these barriers – but by articulating those, you suddenly end up with an understanding of the design space. Now, from that understanding, you might then throw away all of the work you've done so far, but now you have a way – you're thinking about your design in a *radically different way*. But it's more like – if you've done this analysis, it's not like that unguided jump; it's more like you're doing a *guided move* and you've got a map of the terrain. And then, if you've got a map of the terrain, you don't have to just jump into the sea and then try
and find a piece of land, which is what the making-the-bad-idea-good bit was; you actually start to understand where all those pockets of land are, and you can move into them in a way which is intelligent, which is reasoned, but also radical and often very creative.
To run a “Worst Possible Idea” session, get your team together and clearly define the problem you’re trying to solve. Set a fun and relaxed tone—this technique works best when people feel free to be playful and creative and there’s no pressure to “succeed.”
Start by asking everyone to come up with the worst, most ridiculous, or completely unhelpful ideas related to the problem. Encourage ideas that would make the user experience frustrating, confusing, or even absurd. Write down every suggestion without judgment.
Once you’ve got a list of terrible ideas, analyze them. Ask the team, “What makes these ideas so bad?” and “Can we flip them into something useful?” Often, these bad ideas highlight real pain points or hidden assumptions.
Finally, take the most interesting bad ideas and reverse them into potential solutions. This method helps teams break out of conventional thinking and discover creative, unexpected UX improvements. They can escape from both the pressure of having to come up with “correct” ideas in a meeting and the constraints of assumptions they might not realize they had about the subject. Keep the energy light and fun—this is where innovation happens and “design fails” succeed (at least, in the beginning, for a purpose)!
Watch Professor Alan Dix explain how to get into bad ideas as an ideation method:
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.
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 and have lots of ideas!" and (sound effect), right? 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 or a silly idea, a completely crazy idea.
Now, it might be about something that you're doing at the moment. Or 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 them engaged in? 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.
And it could be a Heath Robinson sort of bad idea – something that's 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 – it may be a chocolate teapot
or it may be the car with no engine or something like that. 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 – 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?
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, a car without an engine can't go anywhere. Are there things that can't go anywhere that's actually a good idea? Well...
a garden shed: a garden shed doesn't go anywhere, but that's not a bad idea. And, in fact... 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?
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?!"
So, then you can think, "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 say... with the bad idea, you want to change that bad thing into a good thing; 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 moved along by something else – 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 onto 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 can do with your bad idea is *turn it into a good idea*.
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,
but the fact that means you can't drive anywhere in it; 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, so you can drag the cars along so they don't have an engine and they're being powered elsewhere. You may, I said, *change the context entirely* – so, instead of it being a car for driving around in
– well, I've already mentioned this one – stick your chickens in it and it suddenly becomes a hen coop. And I think if you go around the the world, you'll find a lot of old cars usually actually with their engines 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;
it wasn't necessarily the whole thing. So, actually – you know – 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 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, "Ahh!" and do something just with that. And I'll leave you with a glass hammer!
To turn bad ideas into useful ones, try these steps:
Set the problem – Clearly define what you’re trying to solve. Make sure that everyone understands the goal.
Generate bad ideas – Encourage the team to come up with the worst, most ridiculous ideas possible (the worse, the better!). Write everything down without judgment.
Analyze why they’re bad – Discuss what makes each idea terrible. Is it confusing? Annoying? Impractical? This step helps uncover real UX pain points.
Flip the bad into good – Look for elements that could work in reverse. For example, if a bad idea is “make users solve a puzzle to find the checkout button,” flipping it could lead to a more engaging checkout experience.
Refine and test – Take the best reversed ideas, refine them into practical solutions, and then test them with users.
This method pushes creativity and helps uncover unexpected, valuable design solutions. Good things really can grow from the most unlikely-looking, “terrible” soil!
Take our Master Class Harness Your Creativity to Design Better Products with Alan Dix, Professor, Author and Creativity Expert.
A “Worst Possible Idea” session should last 30 to 60 minutes. It depends on the team size, complexity of the problem, and whether you include an icebreaker exercise (which is useful if some participants don’t know each other).
Start with 5-10 minutes to clearly define the problem. Then, give the team 10-15 minutes to generate the worst possible ideas—encourage weird, wild, wacky, absurd, and downright terrible suggestions without judgment. Next, spend 10-15 minutes analyzing why these ideas are so bad. This step helps uncover hidden assumptions and potential pain points to explore.
In the last 15-20 minutes, you should all focus on flipping bad ideas into useful ones. Look for patterns, reverse negative elements, and refine the most promising ideas into actionable solutions.
It’s a good idea to keep the session under an hour because it ensures high energy and avoids overthinking. If the team is engaged and generating strong ideas, a longer session might work, but the goal is quick creativity and fresh insights, not perfection. Keep the pace lively, and don’t let the process drag—innovation happens when energy stays high!
Watch Professor Alan Dix explain how to get into bad ideas as an ideation method:
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.
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 and have lots of ideas!" and (sound effect), right? 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 or a silly idea, a completely crazy idea.
Now, it might be about something that you're doing at the moment. Or 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 them engaged in? 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.
And it could be a Heath Robinson sort of bad idea – something that's 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 – it may be a chocolate teapot
or it may be the car with no engine or something like that. 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 – 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?
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, a car without an engine can't go anywhere. Are there things that can't go anywhere that's actually a good idea? Well...
a garden shed: a garden shed doesn't go anywhere, but that's not a bad idea. And, in fact... 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?
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?!"
So, then you can think, "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 say... with the bad idea, you want to change that bad thing into a good thing; 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 moved along by something else – 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 onto 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 can do with your bad idea is *turn it into a good idea*.
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,
but the fact that means you can't drive anywhere in it; 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, so you can drag the cars along so they don't have an engine and they're being powered elsewhere. You may, I said, *change the context entirely* – so, instead of it being a car for driving around in
– well, I've already mentioned this one – stick your chickens in it and it suddenly becomes a hen coop. And I think if you go around the the world, you'll find a lot of old cars usually actually with their engines 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;
it wasn't necessarily the whole thing. So, actually – you know – 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 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, "Ahh!" and do something just with that. And I'll leave you with a glass hammer!
A “Worst Possible Idea” exercise works best with four to eight people. This size keeps discussions lively while ensuring everyone has a chance to contribute.
With fewer than four people, the range of ideas may be too limited, and the session might feel less dynamic. On the other hand, more than eight people can make it harder to manage discussions, and some participants may hesitate to share their thoughts.
A balanced group should include a mix of roles—designers, developers, product managers, or even customer support reps. Different perspectives help uncover unique insights and challenge assumptions.
If the team is larger, consider breaking into smaller groups, each working on bad ideas separately before sharing with the whole team
Remember, the goal isn’t just to generate bad ideas—it’s to spark unexpected, useful solutions—so good moderation skills are helpful to make sure a session runs smoothly. A well-sized group encourages creativity, ensures engagement, and explores further in the ideation space without overwhelming the process.
Take our Master Class Harness Your Creativity to Design Better Products with Alan Dix, Professor, Author and Creativity Expert.
The "Worst Possible Idea" method works best for UX problems that need fresh, creative thinking or when a team feels stuck. It’s especially useful for improving user flows, addressing engagement issues, reducing user frustration, overcoming innovation challenges, and rethinking assumptions. Assumptions especially have a bad “habit” of being too close to designers (and other people) for them to notice or challenge.
For example, if users struggle with onboarding, coming up with terrible ideas—like a 10-page sign-up form—helps reveal what to avoid and why. From there, the method sparks ideas among team members for a smoother experience
However, a “Worst Possible Idea” approach is not universally the best choice for every problem. It’s less effective for highly technical UX problems, like optimizing page load speeds or complex backend logic, where creative ideation isn’t as useful. So, while the method is powerful, its success depends on the type of problem and the team’s goals.
Take our Master Class Harness Your Creativity to Design Better Products with Alan Dix, Professor, Author and Creativity Expert.
A great example of solving a real-world UX problem with the “Worst Possible Idea” technique comes from improving checkout flows in e-commerce. It’s a simple illustration but shows the principle at work—with terrible ideas turned upside down to form good design ideas.
Let’s say a team struggling with high cart abandonment rates used this method to rethink their process. First, they generated terrible checkout ideas, such as the following:
Forcing users to create an account before checkout
Hiding the checkout button in a hard-to-find place
Asking for excessive, unnecessary information
From analyzing why these ideas were bad, they uncovered key pain points: users hate forced sign-ups, confusing navigation, and long forms. Flipping these insights, they redesigned the checkout process to include the following:
A guest checkout option
A clear, prominent checkout button
Autofill and progress indicators to speed up the process
This approach helped them simplify the user flow, reduce friction, and increase conversions. The worst ideas exposed real usability issues, making it easier to design a smoother, more user-friendly experience.
Watch as Author and Human-Computer Interaction Expert, Professor Alan Dix explains important points about bad ideas and why they’re good for design:
What I want to do is talk through three different reasons why I get you to do bad ideas. So, you've had a go at bad ideas yourself as an exercise, and I've talked you through some of these. Now, you're probably already getting an idea as to why I pose this as an exercise. So, the first reason is *training*. So, the examples that I gave were all silly examples.
Well, they're all supposed to be silly, but they weren't directed towards a brief. So, in other settings I might say I want a bad idea – well, we talked about one before, about notifications in an e-learning system. You know – how do we do notifications well? We might want to have bad ideas for a website, for a car designer or something like that.
So, you might have direct bad ideas. The ones I gave you were not; they were just random ones. And I did this more as a random exercise. Now, the reason for doing that is about *mind training*. It's about learning to think differently about stuff. Now, you notice – you've probably been in brainstorming sessions, and everybody says, 'There's going to be no judgement here. You know – just say your idea and we'll just...' Ugh... yeah – do you really believe that? Actually, you sort of know – you know – okay, they're supposed to be anything you think of... *so long as they're not too bad*.
So, *it's very difficult to actually have good ideas without feeling judged* if the other people don't feel they're good enough, if they don't spark enough interest from other people. Also, when you've had a good idea, it's really *hard to critique it yourself* or even to *hear somebody else critique it*. So, you've been in brainstorming sessions, you've thrown out your idea, and people tear to pieces.
And it's *your* good idea!!! Yeah, it's not (inaudible) good – but very hard yourself, when you've got something you know is a good idea. Now, you know most of your ideas will have problems with them. You want to be able to take your wonderful design for something and to be able to tear it apart, to be able to see where its weaknesses are. That's very hard when it's your baby. So, training – learning how to do that is a good thing.
The thing with bad ideas is it's much easier to do these. First of all, you don't have this issue of judgment, particularly in a group situation. If you're going to have bad ideas, you know they're bad ideas. How can anybody say your bad idea is a bad bad idea? They're *all* bad ideas. They're silly; that's good – the more bad they are. I mean the worst they can say is, 'That's a good idea.' And are you really going to be so upset if they say it's a good idea? No. All right. So, judgment almost disappears. It doesn't entirely; we're human.
But it really makes it a lot easier, especially in a group session, to throw out things if you say, 'We are going to deliberately throw out some really silly ideas.' Crucially, also, when it's a bad idea, you have a *low personal commitment* to it. You're expecting it to be bad – that's *why* you've put it out there, so you can critique it in a way that is really hard to do when it's your good idea. So, you can learn how to critique things, how to do; those prompts are about trying to tear them apart.
And I said remembering the good as well as the bad, but taking things apart. So, if it's your good idea, you can't do it. Interestingly enough, when it's something you know isn't working well – say it's that bit of software you really hate using; it's quite difficult to say, 'Ah, and there's this good thing about it.' Right? Now, you want to be able to do that, because if you want to design a better one of them, it's a good idea to know what's working in the old one in order to make sure you don't lose it in a new one.
You know – a classic way in which we make mistakes in design is *we fix one problem and in doing it create half a dozen new ones*. So, you want to be able to do that but it's quite hard to. Again, with bad ideas, you can easily critique them because you knew they were bad to start with. And it's quite fun when you find the good things about them as well. So, that's about mind training; it's about giving yourself those tools because those prompts – that's what's good, what's bad – I mean, they're very simple, but that's what you want to be doing to everything, whether it's the thing you want to fix
because you know it's bad and not working, or whether it's the new thing you want to create; you want to be able to do that critique, and it's a way of helping train yourself to do it. So, another thing we can do with bad ideas is actually *use them as a design tool*. So, when you want a good idea, it tends to encourage a level of conservatism, which we talked about in the brainstorm; you tend to – you know – so if you want a
good idea for a new kind of car, it'll probably have four wheels on, it'll probably have doors, it'll probably have a roof or maybe not if you're used to sports cars without. But it's going to have most things. The engine mostly is in the front, unless you've done a VW and you're used to one in the back. It's quite hard to not do just that ant-type creativity. Sometimes it's a good thing to do, but it's hard to actually make the larger leaps.
So, in fact, if you imagine – and I'm a mathematician originally, so I'm afraid the world lives as Venn diagrams as a mathematician. So, the blue area here – the little blue area is the set of all possible ideas, design ideas. And the green blobs are design ideas that are good ones. So, say you've got – it's transport options – there are some things that – so, they're a bit like islands here; that's why they're green, sort of islands in this ocean of ideas.
And a lot of ideas – the blue ones there – are not good. But there are good ideas, and related to one good idea there are usually others. So, if you look at your cars, most of them look vaguely the same, but there's also motorbikes, and motorbikes are quite different to cars. And there's very few half-in-between things between them. So, there are often gulfs between one set of good ideas which work and another set of good ideas. And it's very hard to bridge. So, if you are used to one way of thinking about stuff, it's very hard to jump
to a completely different part of the design space. So, you end up stuck, and actually often you have to end up in a bad space before you can find the next good space. So, good ideas, what happens is you wiggle around but you basically get stuck within one island of good ideas and never visit the rest. I mean, that can be sufficient. Sometimes that's all you need. But that doesn't help you make those radical jumps.
With bad ideas, it helps you to do the jumps because when you think of a bad idea you don't just do a little thing – actually because it'd be good if you did that – so, you think of something really silly. So, like, I'm going to have a car that's got two wheels, but they're both at the front, not two wheels one behind the other like a motorbike, but two and they're just at the front. You know that's a bad idea. So, you've allowed yourself to say, 'Or I'll have a car with no wheels at all.' – you know –
'I'll have a car with no... doors.' Yeah, I'm still being a bit incremental in terms of my small changes, you know. But – you know – a car that's like a donut you run; (inaud.) but they're – it's easier to jump way out of your comfort zone of good ideas when you've got a bad idea, when you know you've got to go into a bad idea. So, we're leaping into the ocean of ideas in idea space
off our little island which we felt comfortable in. What you notice with it analytically – by sort of questioning this, we were able to then pull ourselves back down. So, at the end part of that where we said, 'Can we turn it into a good idea?' – now for the training bit, I mean, it's fun to do but it's not necessary to do – but if you actually want to use this to generate ideas, so you can use in two ways – for training, but to actually generate ideas – then you want to pull it back and make it into a good idea again.
But as we do that because we're trying to retain the good things that were there because it was bad, often those are good things. So, like the melt with the chocolate teapot – you know – ordinary teapots do not taste good. So, if you want to retain the tasting goodness of the chocolate teapot, then we can't just fall back into our familiar teapot world. We end up somewhere different. So, as you pull it back and make it good, the likelihood is we're more likely to end up in a radically new island of good ideas
amongst the sea of bad ideas. Once we're there, we can then start to incrementally modify it and do things. So, but we've *allowed ourselves to make that big jump* and then we could do a bit of ant creativity over there to perhaps tidy up some of the gaps at the end – you know. Ways we can sort of fix problems and do that sort of incremental 'ant' fixing. But what we've done is we've explored *a whole new part of the design space*. The third thing – and possibly the most important – is about *understanding*.
As you critique the bad ideas, you start to understand the nature of the design space you're working in. So, as you try to say, 'Well, why is this bad?', you start to dig yourself into talking about the critical dimensions and criteria that describe your problem space. There are various things when we talk about design; there are *dimensions*, so you might talk about
– you know – well, we're talking about the meltiness, the amount of meltiness; you know – how melty is something? So, we've got a dimension there. *Criteria* – spilling the teapot; if it melts, it spills; so, a criteria is whether it spills or not and whether that's bad or not, which might vary on the context. *Properties of things* – you know – it's like whether, the breakiness of a hammer, and by understanding the properties of the glass, we might think of times either when it's good to have glass or a different (inaud.) or – that might actually just make us think about
materials and hammers *in general*. So, as we analyze these things, we *start to build a vocabulary* to talk about the space of designs we're working in. So, it forces us into this meta-level discussion. And one thing I've found is it's often hard to articulate some of these abstract qualities, but by analyzing something – now, it doesn't have to be a bad idea; it could be a good idea,
but if it is a good idea, you have some of these barriers – but by articulating those, you suddenly end up with an understanding of the design space. Now, from that understanding, you might then throw away all of the work you've done so far, but now you have a way – you're thinking about your design in a *radically different way*. But it's more like – if you've done this analysis, it's not like that unguided jump; it's more like you're doing a *guided move* and you've got a map of the terrain. And then, if you've got a map of the terrain, you don't have to just jump into the sea and then try
and find a piece of land, which is what the making-the-bad-idea-good bit was; you actually start to understand where all those pockets of land are, and you can move into them in a way which is intelligent, which is reasoned, but also radical and often very creative.
Yes, the “Worst Possible Idea” method can backfire if the team fails to flip bad ideas into useful insights. For example, if participants focus too much on the “terrible” aspect, they might end up joking or exaggerating. If they get distracted like that, they might not take the process seriously enough to extract real value.
Another risk is accidentally reinforcing bad design choices. If a team misinterprets a “bad” idea as innovative without validating it properly, they could introduce confusing or frustrating UX elements.
To avoid this, teams should analyze each bad idea carefully and always test refined solutions with real users. The method works best when it’s treated as a tool for breaking creative blocks, not as a direct roadmap for design.
So, while the method doesn’t inherently lead to negative design decisions, careless execution can result in misguided takeaways. That’s why critical thinking and user testing are essential to make the most of this helpful method to explore the idea space in a safe and thorough way. A good thing to remember might be: “The real worst idea is no idea.”—which means the worst thing that can happen is nobody thinks of anything.
Watch Professor Alan Dix explain how to get into bad ideas as an ideation method:
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.
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 and have lots of ideas!" and (sound effect), right? 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 or a silly idea, a completely crazy idea.
Now, it might be about something that you're doing at the moment. Or 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 them engaged in? 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.
And it could be a Heath Robinson sort of bad idea – something that's 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 – it may be a chocolate teapot
or it may be the car with no engine or something like that. 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 – 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?
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, a car without an engine can't go anywhere. Are there things that can't go anywhere that's actually a good idea? Well...
a garden shed: a garden shed doesn't go anywhere, but that's not a bad idea. And, in fact... 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?
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?!"
So, then you can think, "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 say... with the bad idea, you want to change that bad thing into a good thing; 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 moved along by something else – 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 onto 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 can do with your bad idea is *turn it into a good idea*.
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,
but the fact that means you can't drive anywhere in it; 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, so you can drag the cars along so they don't have an engine and they're being powered elsewhere. You may, I said, *change the context entirely* – so, instead of it being a car for driving around in
– well, I've already mentioned this one – stick your chickens in it and it suddenly becomes a hen coop. And I think if you go around the the world, you'll find a lot of old cars usually actually with their engines 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;
it wasn't necessarily the whole thing. So, actually – you know – 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 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, "Ahh!" and do something just with that. And I'll leave you with a glass hammer!
Mattimore, B. (2012). Idea Stormers: How to Lead and Inspire Creative Breakthroughs. Jossey-Bass.
Bryan Mattimore presents a range of creative ideation techniques, including the "Worst Possible Idea" method, which challenges teams to generate deliberately bad ideas as a way to spark fresh perspectives. This book is essential for anyone leading brainstorming sessions or seeking innovative solutions.
It can go either way. The "Worst Possible Idea" method is typically done as a group activity, but individual preparation for a brainstorming session can sometimes be more effective.
By sharing bad ideas out loud in real time, participants can build off each other’s absurd suggestions—and it makes the process more dynamic and spontaneous. The goal is to create a playful, low-pressure environment where bad ideas spark discussion and unexpected insights.
Do you work on your own at all, then? Yes—your own bad ideas will come from your own mind! It’s just that the best results usually come when the team works together from the start, so share your “terrible” ideas right away. This mix of solo and group work keeps creativity high while benefiting from diverse perspectives. It also ensures introverts and extroverts both have a voice in the process.
Watch as Author and Human-Computer Interaction Expert, Professor Alan Dix explains important points about bad ideas and why they’re good for design:
What I want to do is talk through three different reasons why I get you to do bad ideas. So, you've had a go at bad ideas yourself as an exercise, and I've talked you through some of these. Now, you're probably already getting an idea as to why I pose this as an exercise. So, the first reason is *training*. So, the examples that I gave were all silly examples.
Well, they're all supposed to be silly, but they weren't directed towards a brief. So, in other settings I might say I want a bad idea – well, we talked about one before, about notifications in an e-learning system. You know – how do we do notifications well? We might want to have bad ideas for a website, for a car designer or something like that.
So, you might have direct bad ideas. The ones I gave you were not; they were just random ones. And I did this more as a random exercise. Now, the reason for doing that is about *mind training*. It's about learning to think differently about stuff. Now, you notice – you've probably been in brainstorming sessions, and everybody says, 'There's going to be no judgement here. You know – just say your idea and we'll just...' Ugh... yeah – do you really believe that? Actually, you sort of know – you know – okay, they're supposed to be anything you think of... *so long as they're not too bad*.
So, *it's very difficult to actually have good ideas without feeling judged* if the other people don't feel they're good enough, if they don't spark enough interest from other people. Also, when you've had a good idea, it's really *hard to critique it yourself* or even to *hear somebody else critique it*. So, you've been in brainstorming sessions, you've thrown out your idea, and people tear to pieces.
And it's *your* good idea!!! Yeah, it's not (inaudible) good – but very hard yourself, when you've got something you know is a good idea. Now, you know most of your ideas will have problems with them. You want to be able to take your wonderful design for something and to be able to tear it apart, to be able to see where its weaknesses are. That's very hard when it's your baby. So, training – learning how to do that is a good thing.
The thing with bad ideas is it's much easier to do these. First of all, you don't have this issue of judgment, particularly in a group situation. If you're going to have bad ideas, you know they're bad ideas. How can anybody say your bad idea is a bad bad idea? They're *all* bad ideas. They're silly; that's good – the more bad they are. I mean the worst they can say is, 'That's a good idea.' And are you really going to be so upset if they say it's a good idea? No. All right. So, judgment almost disappears. It doesn't entirely; we're human.
But it really makes it a lot easier, especially in a group session, to throw out things if you say, 'We are going to deliberately throw out some really silly ideas.' Crucially, also, when it's a bad idea, you have a *low personal commitment* to it. You're expecting it to be bad – that's *why* you've put it out there, so you can critique it in a way that is really hard to do when it's your good idea. So, you can learn how to critique things, how to do; those prompts are about trying to tear them apart.
And I said remembering the good as well as the bad, but taking things apart. So, if it's your good idea, you can't do it. Interestingly enough, when it's something you know isn't working well – say it's that bit of software you really hate using; it's quite difficult to say, 'Ah, and there's this good thing about it.' Right? Now, you want to be able to do that, because if you want to design a better one of them, it's a good idea to know what's working in the old one in order to make sure you don't lose it in a new one.
You know – a classic way in which we make mistakes in design is *we fix one problem and in doing it create half a dozen new ones*. So, you want to be able to do that but it's quite hard to. Again, with bad ideas, you can easily critique them because you knew they were bad to start with. And it's quite fun when you find the good things about them as well. So, that's about mind training; it's about giving yourself those tools because those prompts – that's what's good, what's bad – I mean, they're very simple, but that's what you want to be doing to everything, whether it's the thing you want to fix
because you know it's bad and not working, or whether it's the new thing you want to create; you want to be able to do that critique, and it's a way of helping train yourself to do it. So, another thing we can do with bad ideas is actually *use them as a design tool*. So, when you want a good idea, it tends to encourage a level of conservatism, which we talked about in the brainstorm; you tend to – you know – so if you want a
good idea for a new kind of car, it'll probably have four wheels on, it'll probably have doors, it'll probably have a roof or maybe not if you're used to sports cars without. But it's going to have most things. The engine mostly is in the front, unless you've done a VW and you're used to one in the back. It's quite hard to not do just that ant-type creativity. Sometimes it's a good thing to do, but it's hard to actually make the larger leaps.
So, in fact, if you imagine – and I'm a mathematician originally, so I'm afraid the world lives as Venn diagrams as a mathematician. So, the blue area here – the little blue area is the set of all possible ideas, design ideas. And the green blobs are design ideas that are good ones. So, say you've got – it's transport options – there are some things that – so, they're a bit like islands here; that's why they're green, sort of islands in this ocean of ideas.
And a lot of ideas – the blue ones there – are not good. But there are good ideas, and related to one good idea there are usually others. So, if you look at your cars, most of them look vaguely the same, but there's also motorbikes, and motorbikes are quite different to cars. And there's very few half-in-between things between them. So, there are often gulfs between one set of good ideas which work and another set of good ideas. And it's very hard to bridge. So, if you are used to one way of thinking about stuff, it's very hard to jump
to a completely different part of the design space. So, you end up stuck, and actually often you have to end up in a bad space before you can find the next good space. So, good ideas, what happens is you wiggle around but you basically get stuck within one island of good ideas and never visit the rest. I mean, that can be sufficient. Sometimes that's all you need. But that doesn't help you make those radical jumps.
With bad ideas, it helps you to do the jumps because when you think of a bad idea you don't just do a little thing – actually because it'd be good if you did that – so, you think of something really silly. So, like, I'm going to have a car that's got two wheels, but they're both at the front, not two wheels one behind the other like a motorbike, but two and they're just at the front. You know that's a bad idea. So, you've allowed yourself to say, 'Or I'll have a car with no wheels at all.' – you know –
'I'll have a car with no... doors.' Yeah, I'm still being a bit incremental in terms of my small changes, you know. But – you know – a car that's like a donut you run; (inaud.) but they're – it's easier to jump way out of your comfort zone of good ideas when you've got a bad idea, when you know you've got to go into a bad idea. So, we're leaping into the ocean of ideas in idea space
off our little island which we felt comfortable in. What you notice with it analytically – by sort of questioning this, we were able to then pull ourselves back down. So, at the end part of that where we said, 'Can we turn it into a good idea?' – now for the training bit, I mean, it's fun to do but it's not necessary to do – but if you actually want to use this to generate ideas, so you can use in two ways – for training, but to actually generate ideas – then you want to pull it back and make it into a good idea again.
But as we do that because we're trying to retain the good things that were there because it was bad, often those are good things. So, like the melt with the chocolate teapot – you know – ordinary teapots do not taste good. So, if you want to retain the tasting goodness of the chocolate teapot, then we can't just fall back into our familiar teapot world. We end up somewhere different. So, as you pull it back and make it good, the likelihood is we're more likely to end up in a radically new island of good ideas
amongst the sea of bad ideas. Once we're there, we can then start to incrementally modify it and do things. So, but we've *allowed ourselves to make that big jump* and then we could do a bit of ant creativity over there to perhaps tidy up some of the gaps at the end – you know. Ways we can sort of fix problems and do that sort of incremental 'ant' fixing. But what we've done is we've explored *a whole new part of the design space*. The third thing – and possibly the most important – is about *understanding*.
As you critique the bad ideas, you start to understand the nature of the design space you're working in. So, as you try to say, 'Well, why is this bad?', you start to dig yourself into talking about the critical dimensions and criteria that describe your problem space. There are various things when we talk about design; there are *dimensions*, so you might talk about
– you know – well, we're talking about the meltiness, the amount of meltiness; you know – how melty is something? So, we've got a dimension there. *Criteria* – spilling the teapot; if it melts, it spills; so, a criteria is whether it spills or not and whether that's bad or not, which might vary on the context. *Properties of things* – you know – it's like whether, the breakiness of a hammer, and by understanding the properties of the glass, we might think of times either when it's good to have glass or a different (inaud.) or – that might actually just make us think about
materials and hammers *in general*. So, as we analyze these things, we *start to build a vocabulary* to talk about the space of designs we're working in. So, it forces us into this meta-level discussion. And one thing I've found is it's often hard to articulate some of these abstract qualities, but by analyzing something – now, it doesn't have to be a bad idea; it could be a good idea,
but if it is a good idea, you have some of these barriers – but by articulating those, you suddenly end up with an understanding of the design space. Now, from that understanding, you might then throw away all of the work you've done so far, but now you have a way – you're thinking about your design in a *radically different way*. But it's more like – if you've done this analysis, it's not like that unguided jump; it's more like you're doing a *guided move* and you've got a map of the terrain. And then, if you've got a map of the terrain, you don't have to just jump into the sea and then try
and find a piece of land, which is what the making-the-bad-idea-good bit was; you actually start to understand where all those pockets of land are, and you can move into them in a way which is intelligent, which is reasoned, but also radical and often very creative.
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Here's the entire UX literature on Worst Possible Idea by the Interaction Design Foundation, collated in one place:
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