October 2, 2026 · Professional Development · 8 min read
Some methods are designed to widen the number of options. Others help teams reframe assumptions, understand users, explore variations or look at a problem from deliberately different perspectives. The useful question is not “Which technique is best?” but “What is blocking progress right now?”

| Method | Best for | Strength | Watch out for |
|---|---|---|---|
| Brainwriting | Generating many ideas in groups | Gives everyone thinking time before discussion | Still needs a clear prompt and later selection |
| Classic brainstorming | Fast collaborative idea expansion | Builds energy and lets people build on others’ ideas | Can be dominated by senior or confident speakers |
| SCAMPER | Improving or transforming an existing product/process | Forces multiple types of modification | Works less well when the real problem is poorly framed |
| Reverse thinking | Breaking habitual assumptions | Makes hidden constraints visible | Needs translation back into practical positive options |
| Design thinking | User-centred problem exploration and prototyping | Connects user understanding to iterative testing | Can become workshop theatre if research and testing are superficial |
| Six Thinking Hats | Structured group discussion from different perspectives | Separates factual, critical, creative and other thinking modes | Should not replace actual evidence gathering |
| Analogous thinking | Finding fresh approaches to familiar problems | Imports patterns from other industries or contexts | Analogy can mislead if underlying conditions differ |
Give participants a defined prompt and several minutes to write options independently. Then share, cluster and build on the ideas. This reduces the tendency for the first speaker to anchor the group and gives quieter participants a route into the discussion before status dynamics take over.
Brainstorming is useful when people understand the problem and can build on one another’s thinking without immediately criticising every suggestion. It works poorly when the question is vague, the group is highly hierarchical or the facilitator allows evaluation to begin before a range of options exists.
SCAMPER prompts the team to examine an existing product, service or process through a sequence of modification questions: substitute, combine, adapt, modify, put to another use, eliminate and reverse/rearrange.
What input, step, material, channel or role could be replaced?
Which steps, services or features could be brought together?
What could be borrowed from another context?
What could be enlarged, reduced, simplified or intensified?
Could the capability solve a different problem or serve another user?
What can disappear entirely without damaging value?
What happens if sequence, responsibility or logic is inverted?
Ask the opposite question. Instead of “How can we reduce customer complaints?” ask “How could we make customers complain more?” The answers expose conditions that create poor outcomes: unclear information, slow responses, broken handoffs, repeated requests, hidden fees. Reverse those conditions and you have a new set of improvement hypotheses.
Normal question: “How can we increase usage?”
Reverse question: “How would we design the knowledge base so nobody wanted to use it?”
The team answers: make search unreliable, publish long pages without summaries, allow duplicate contradictory answers, hide ownership, require a VPN for basic access and never archive outdated content.
Those answers reveal a practical improvement backlog more quickly than another generic “engagement ideas” brainstorm.
Design thinking is useful when the team needs to understand a user’s experience, define the right problem, generate possibilities, prototype and test. It is particularly valuable when the organisation’s internal view of the problem may differ from what customers or employees actually experience.
The OECD’s innovation framework is helpful here because it distinguishes innovation activity from implemented innovation. Research, experimentation and prototyping can be valuable innovation activities even when some do not result in an implemented innovation.
Source: OECD/Eurostat, Oslo Manual 2018
Some groups jump repeatedly between facts, risks, ideas, intuition and facilitation. The Six Thinking Hats framework gives the group permission to focus on one type of thinking at a time. That can make a difficult conversation more orderly, especially when people interpret critique as personal opposition.
| Mode | Useful question |
|---|---|
| Facts / information | What do we know and what information is missing? |
| Benefits / value | What could make this worthwhile? |
| Risks / caution | What could fail or create harm? |
| Creative options | What alternatives have we not considered? |
| Intuition / reaction | What is our immediate reaction, without pretending it is evidence? |
| Process / facilitation | What should we examine next and how will we make the decision? |
Ask who has solved a structurally similar problem somewhere else. A hospital can learn from aviation handoffs. A training provider can learn from streaming recommendations. A public-service queue can learn from theme-park flow. The analogy is not a solution to copy blindly. It is a way to generate a different mechanism worth testing.
| Current blockage | Good starting method |
|---|---|
| The team is solving the wrong problem | Problem reframing / user research |
| Senior voices dominate | Brainwriting before discussion |
| Ideas are obvious variations | SCAMPER, reverse thinking or analogy |
| The user need is unclear | Design-thinking research and prototyping |
| Discussion mixes facts, risk and creativity | Six Thinking Hats or explicit thinking modes |
| The team already has strong ideas | Stop ideating and design experiments |
The World Economic Forum’s Future of Jobs Report 2025 identifies creative thinking among skills expected to rise in importance through 2030. The practical implication is not that every employee needs to become an “ideas person”. Organisations need people who can frame unfamiliar problems, generate alternatives, learn from experiments and adapt as technology and work change.
Source: World Economic Forum, Skills outlook
Creativity methods are modular. A strong session may use several in sequence because each solves a different blockage.
| Stage | Method | Reason |
|---|---|---|
| Understand | User interviews / observation | Make sure the team is solving a real user problem |
| Reframe | How-might-we questions / reverse thinking | Open the solution space |
| Diverge | Brainwriting / SCAMPER / analogous thinking | Create varied options |
| Examine | Six Thinking Hats / criteria matrix | Look at options from multiple decision perspectives |
| Learn | Prototype / small experiment | Replace opinion with evidence |
Observation shows employees re-enter the same information in three systems. Reverse thinking asks how the organisation would deliberately make approval slower, exposing unnecessary controls and unclear ownership. SCAMPER generates alternatives such as combining approval steps and eliminating duplicate data entry. Brainwriting ensures frontline staff contribute before managers debate feasibility. The team then prototypes one revised path with a limited set of requests.
No single framework needed to “win”. The methods were selected because each moved the team through a different uncertainty.
Teams sometimes use creativity methods as a comfortable substitute for making a decision. Stop generating once the option set contains genuinely different routes and the next uncertainty can be resolved only through evidence. At that point, more ideas usually add less value than a well-designed test.
MATSH’s Creativity and Innovation Training Course develops a broader toolkit for problem framing, ideation, facilitation, selection, experimentation and implementation.
We run all our courses as private programmes for organisations across the GCC and Africa.
Request In-House →