By the end of this topic, you should be able to...
apply ideation techniques to develop a range of diverse and appropriate ideas that address a problem statement and respond to design specifications.
Guiding Question
How do designers approach problem-solving?
What Is Ideation?
You have completed one of the most rigorous phases of the design process. You have researched your users, built a persona, mapped their journey, analysed existing products, defined the problem precisely, and constructed a specification that tells you exactly what success looks like.
Now — finally — it is time to generate ideas.
Ideation is the creative phase of the design process in which designers generate a wide range of possible responses to a defined problem. It is the bridge between understanding a problem and developing a solution — the moment where research transforms into creative possibility.
But ideation is not simply thinking of things. Effective ideation is a structured, purposeful, and disciplined creative practice that uses specific techniques to generate ideas that are:
Diverse — exploring a genuinely wide range of directions, not just variations on a single obvious approach
Appropriate — genuinely responsive to the defined problem and the real needs of the identified user
Specification-led — grounded in the essential and desirable criteria established through research
Key insight: Ideation without a problem statement produces interesting ideas. Ideation with a well-defined problem statement and rigorous design specification produces useful ideas — ideas that have a genuine chance of becoming successful design solutions.
The Rules of Ideation
Before exploring specific techniques, it is essential to understand the mindset that makes ideation effective. Most ideation techniques share a common set of operating principles:
1: Quantity Before Quality
In the early stages of ideation, more ideas is always better. The goal is not to find the perfect solution immediately — it is to explore the full range of possibility before narrowing down.
Research by design theorist Linus Pauling supports this principle:
"The best way to have a good idea is to have lots of ideas."
Many of the most innovative design solutions in history emerged from ideas that initially seemed impractical, absurd, or irrelevant — but which, when developed or combined with other ideas, revealed unexpected possibilities.
2: Defer Judgement
During ideation, criticism is suspended. Ideas are generated freely without immediate evaluation. The moment a designer begins judging ideas as they emerge — "that won't work", "that's too expensive", "that's been done before" — the creative flow stops.
Judgement comes after ideation — not during it.
3: Build on Ideas
Ideation is not a solo activity of the mind — it is a generative, cumulative process. Each idea generates the possibility of another. A partial idea can inspire a complete one. An idea that doesn't work in one context might work perfectly in another.
The principle is simple: "Yes, and..." — acknowledge every idea and build upon it.
4: Stay Connected to the Problem
Ideation is creative — but it is not undirected. Every idea generated should be evaluated against a simple question: "Does this address the defined problem for the defined user?"
Ideas that are creative but irrelevant to the problem statement are not useful ideation — they are distraction. The design specification serves as a creative compass — keeping ideation purposeful without constraining it.
Ideation Techniques
Brainstorming
What is it?
Brainstorming is the most widely known ideation technique — a rapid, free-flowing generation of ideas in response to a defined problem. Ideas are recorded as quickly as possible, without filtering or judgement.
How to do it:
Write your problem statement or HMW question prominently at the top of your workspace
Set a time limit — typically 10 to 20 minutes
Generate as many responses as possible — write, draw, or speak every idea, however partial or impractical it seems
Record everything — no idea is discarded during the session
After the session, review and cluster related ideas, identifying promising directions
Brainstorming variations:
Variation | Description |
Individual brainstorming | Solo idea generation — avoids groupthink, allows full creative freedom |
Group brainstorming | Collaborative idea generation — builds on diverse perspectives and experiences |
Brainwriting | Each participant writes ideas silently, then passes their sheet to the next person to build upon — reduces the dominance of loud voices |
Reverse brainstorming | Generate ideas for how to make the problem worse — then reverse each idea to reveal innovative solutions |
Real-World Example:
When IDEO was commissioned to redesign the hospital patient experience for a major US healthcare provider, their brainstorming sessions were conducted from the patient's perspective — "How might we make every moment of the hospital stay feel less frightening and more human?"
Ideas generated ranged from the immediately practical (clearer signage, warmer lighting) to the seemingly absurd (patients controlling their room environment via smartphone, staff wearing plain clothes rather than uniforms). Several of the initially absurd ideas became central to the final design solution — demonstrating that suspending judgement during brainstorming allows genuinely innovative ideas to surface.
Mind Mapping
What is it?
Mind mapping is a visual ideation technique that organises ideas as a branching diagram — starting from a central concept and expanding outward into related ideas, sub-ideas, and connections.
Unlike linear brainstorming, mind mapping reveals the relationships and connections between ideas — often generating new ideas at the intersections of different branches.
How to do it:
Write your central design challenge in the middle of a large sheet of paper and circle it
Draw primary branches outward — each representing a major dimension of the problem (e.g. grip, force, aesthetics, materials, mechanism)
From each primary branch, draw secondary branches — specific ideas within each dimension
Continue expanding branches as far as ideas flow
Look for connections between branches — ideas at the intersection of two branches often yield the most innovative solutions
Real-World Example:
When designers at Ergotron were developing their universally adjustable monitor arm, mind mapping from the central challenge "How might we make digital workspaces accessible to all users?" generated branches exploring:
Physical adjustment — height, tilt, rotation, extension
Force requirements — gas-assisted, spring-loaded, friction-based mechanisms
User diversity — seated, standing, wheelchair-using, visually impaired users
Materials — aluminium extrusions, polymer joints, cable management integration
Aesthetics — industrial, domestic, healthcare-appropriate appearances
The intersection of the wheelchair-using users branch and the physical adjustment range branch revealed a specific design gap — no existing monitor arm provided sufficient downward tilt range for wheelchair users at lower seated heights. This intersection insight became a key design innovation in the final product.
SCAMPER
What is it?
SCAMPER is a structured ideation technique that uses seven specific creative thinking prompts to systematically generate new ideas by modifying, adapting, or reimagining existing products or concepts.
SCAMPER is particularly powerful for redesign projects — where the goal is to improve or transform an existing solution rather than invent from scratch.
Letter | Prompt | Meaning | Design Question |
S | Substitute | Replace a component, material, or process | What if we substituted the hard plastic handle with a compliant rubber material? |
C | Combine | Merge two ideas, products, or functions | What if we combined the jar opener with a bottle opener in a single tool? |
A | Adapt | Borrow an idea from another context | What if we adapted the grip mechanism from bicycle handlebar grips? |
M | Modify / Magnify / Minify | Change scale, shape, or characteristics | What if we magnified the contact surface area to distribute grip force? |
P | Put to other uses | Use the product or component differently | What if the jar opener could also serve as a stability aid for the jar during transport? |
E | Eliminate | Remove a component or step | What if we eliminated the need for grip entirely by using a suction-based mechanism? |
R | Reverse / Rearrange | Invert the concept or rearrange components | What if instead of the user rotating the lid, the tool rotated around a stationary lid? |
How to use SCAMPER:
Apply each prompt systematically to your existing product analysis findings or your initial design concepts, recording every idea generated — however partial or impractical.
Real-World Example:
The development of the OXO Good Grips range can be understood through the SCAMPER lens:
Substitute: Substitute hard metal/plastic handles with compliant Santoprene rubber
Modify/Magnify: Magnify handle diameter from 12mm to 38mm — distributing grip force across a larger surface area
Adapt: Adapt the fin-grip pattern from bicycle grips to kitchen tool handles
Eliminate: Eliminate the need for excessive grip force through handle geometry that provides mechanical advantage
Reverse: Reverse the design priority — instead of optimising for manufacturing efficiency, optimise for user physical capability
Each SCAMPER prompt generated a specific design direction that was explored, tested, and — in several cases — incorporated into the final design solution.
Morphological Analysis
What is it?
Morphological analysis is a structured ideation technique that breaks a design challenge into its key functional components and generates multiple options for each component independently — then systematically combines options from different components to create complete design concepts.
It is one of the most powerful techniques for generating a large number of genuinely diverse concepts in a systematic way.
How to do it:
Identify the key functional components of your design — the major sub-problems that must be solved
Create a morphological chart — a matrix with components as rows and multiple possible solutions for each component as columns
Generate multiple ideas for each component independently
Create complete concepts by selecting one option from each row and combining them
Each unique combination represents a distinct design concept worth exploring
Example morphological chart — universal jar opener:
Component | Option A | Option B | Option C | Option D |
Grip mechanism | Rubber friction pad | Adjustable clamp | Suction attachment | Serrated jaw |
Operation method | Manual rotation | Lever action | Electric motor | Push-button |
Stabilisation | User holds jar | Built-in base clamp | Surface suction cup | Wall-mounted bracket |
Power source | Manual only | Battery operated | Rechargeable | Mains powered |
Form factor | Handheld | Counter-mounted | Drawer-stored | Wall-mounted |
From this single morphological chart, selecting one option from each row generates 4 × 4 × 4 × 4 × 4 = 1,024 theoretically distinct design concepts — ensuring genuine diversity in the ideation output.
In practice, designers use morphological analysis to identify 6 to 10 promising combinations that represent genuinely different design directions, which can then be developed further through sketching and modelling.
Real-World Example:
When Dyson was developing their digital motor technology for universal application across vacuum cleaners, hair dryers, and hand dryers, their engineering teams used morphological analysis to explore combinations of motor type, airflow geometry, filter system, and housing form. The systematic exploration of component combinations revealed configurations that would not have been reached through simple brainstorming — leading to several of Dyson's most innovative product architectures.
Biomimicry
What is it?
Biomimicry is an ideation technique that looks to nature for design inspiration — studying how living organisms solve problems through millions of years of evolutionary refinement, and applying those solutions to human design challenges.
Nature has solved many of the same challenges that designers face — grip, adhesion, structural strength, thermal regulation, water management, and sensory communication — through elegant, efficient, and sustainable mechanisms.
"Nature is the greatest designer. 3.8 billion years of research and development, with no patent protection."— Janine Benyus, Biomimicry Institute
How to use biomimicry in ideation:
Identify the core functional challenge in your design problem
Ask: "How does nature solve this challenge?"
Research natural organisms and systems that address similar challenges
Extract the principles behind the natural solution — not the form itself
Apply those principles to your design challenge
Examples of biomimicry in universal design:
Natural Inspiration | Natural Principle | Design Application |
Gecko foot adhesion | Millions of microscopic setae create van der Waals adhesion without suction or glue | Non-slip grip surfaces that adhere without requiring user grip force |
Cat's paw pad geometry | Soft, compliant pad geometry distributes impact force across a wide area | Handle designs that distribute grip pressure to prevent localised pain in arthritic hands |
Sunflower head structure | Fibonacci spiral packing maximises surface coverage with minimum material | Grip surface patterns that maximise contact area with minimum material weight |
Octopus suction cup | Variable-pressure suction cups adapt to irregular surfaces | Adaptive gripping mechanisms for packaging of varied shapes |
Woodpecker skull structure | Shock-absorbing bone geometry protects brain from impact | Handle designs that absorb vibration to protect arthritic joints during use |
Real-World Example:
The development of Sharklet — a surface texture inspired by the microscopic geometry of shark skin — demonstrates biomimicry applied to universal design in healthcare. Shark skin prevents bacterial adhesion through microstructure geometry rather than chemical treatment. Applied to hospital surfaces and medical equipment, Sharklet technology reduces bacterial infection rates — a universal safety benefit derived entirely from natural observation.
In product design, the Velcro fastening system — inspired by the hook-and-loop geometry of burdock seed burrs — has become one of the most significant universal design innovations in clothing and equipment fastening, enabling independent dressing for users with limited fine motor control who cannot manage buttons or laces.
Analogical Thinking
What is it?
Analogical thinking is an ideation technique that consciously transfers solutions from one domain or context to a completely different design challenge. It asks: "Where has a similar problem already been solved — and how might that solution be applied here?"
Unlike biomimicry — which specifically looks to nature — analogical thinking looks across all human-designed systems, products, industries, and contexts for transferable solutions.
How to use analogical thinking:
Identify the core functional challenge in your design
Ask: "What other domain faces the same fundamental challenge?"
Research how that domain has solved the challenge
Extract the principle behind the solution
Transfer the principle to your design context
Examples of analogical thinking in universal design:
Design Challenge | Analogical Domain | Transferred Principle |
Enabling one-handed jar opening | Medical device design — syringes designed for one-handed operation | Integrated stabilisation mechanisms that secure the secondary component without user grip |
Designing non-slip kitchen surfaces | Rock climbing equipment — chalk and textured holds | Micro-texture surface geometries that increase friction coefficient without increasing required grip force |
Making small product controls operable by large or arthritic fingers | Automotive design — large, well-spaced dashboard controls | Oversized, well-spaced, clearly differentiated control elements with haptic feedback |
Designing self-supporting walking aids | Tripod and camera stabilisation equipment | Multi-point ground contact geometry providing inherent stability without user counterbalancing |
Reducing packaging opening force requirements | Industrial packaging — pull-tab mechanisms on beverage cans | Integrated mechanical advantage systems that amplify small user forces into large opening forces |
Real-World Example:
The EpiPen auto-injector — a life-saving device designed for self-administration of adrenaline during allergic reactions — was developed using analogical thinking borrowed from military auto-injector technology designed for field use by soldiers who may be injured, panicked, or wearing gloves.
The military context had solved the same fundamental challenge: enabling a critical medical intervention by a non-expert user, under stress, with potentially compromised fine motor control. Transferring the spring-loaded, cap-remove-and-press mechanism from military to civilian medical context produced a device that could be successfully operated by users ranging from young children to elderly adults — a powerful universal design outcome achieved through systematic analogical thinking.
Random Stimulus
What is it?
Random stimulus is an ideation technique that breaks habitual thinking patterns by introducing a completely unrelated word, image, or object as a creative prompt — forcing the designer's brain to make unexpected connections between the stimulus and the design challenge.
It is particularly effective when other ideation techniques have produced a cluster of similar ideas — when creative thinking has become trapped in familiar territory.
How to use random stimulus:
Select a random word (from a dictionary, a randomly opened book, or a random word generator)
List the qualities, characteristics, and associations of that word
Force connections between those qualities and your design challenge
Record every connection generated — however tenuous it seems
Example — random stimulus for a jar opener redesign:
Random word: "Umbrella"
Qualities and associations of an umbrella:
Opens and closes with a single hand gesture
Radial expanding geometry
Thin when closed, wide when open
Provides protection from external force
Collapsible and portable
Automatic spring-release mechanism
Forced connections to jar opener design:
Single-hand gesture opening → A jar opener that opens with a single pinch gesture rather than requiring grip and rotation
Radial expanding geometry → A jar opener using expanding radial arms that grip the lid from inside the rim rather than around the outside
Automatic spring-release mechanism → A spring-loaded mechanism that applies consistent opening torque without requiring sustained user force
Thin when closed, wide when open → A flat, credit-card-profile opener that expands into an operational form when deployed
Several of these random stimulus connections represent genuinely novel design directions that pure problem-focused brainstorming might not have generated — demonstrating the creative value of deliberately disrupting habitual thinking.
Evaluating and Developing Ideation Outputs
Generating a large number of diverse ideas is only the first stage of ideation. The second stage is evaluation and development — selecting the most promising ideas and developing them further.
1: Initial Clustering and Review
After ideation, group related ideas into clusters — identifying the major design directions that have emerged. This reveals the landscape of possibilities without immediately eliminating any direction.
2: Evaluate Against the Problem Statement
For each promising idea or direction, ask:
"Does this idea address the defined problem for the defined user?"
"Is this response appropriate to the context identified in the problem statement?"
Ideas that cannot be connected to the problem statement are noted but set aside.
3: Evaluate Against the Design Specification
Screen remaining ideas against the essential criteria of the design specification:
Does this idea have the potential to meet the essential functional requirements?
Are there any essential criteria that this idea fundamentally cannot address?
Ideas that fail to meet essential criteria are rejected or significantly modified.
4: Select Concepts for Development
From the evaluated ideas, select three to five promising concepts that represent genuinely different design directions — not just variations on the same approach. These become the design concepts to be developed, modelled, and further evaluated in subsequent stages of the design process.
Using an Idea Evaluation Matrix
An idea evaluation matrix provides a structured, visual tool for comparing multiple ideas against specification criteria simultaneously.
Idea / Concept | Essential Criterion 1 | Essential Criterion 2 | Essential Criterion 3 | Desirable Criterion 1 | Total |
|---|---|---|---|---|---|
Concept A | ✅ | ✅ | ✅ | ✅ | 4/4 |
Concept B | ✅ | ❌ | ✅ | ✅ | 3/4 |
Concept C | ✅ | ✅ | ❌ | ❌ | 2/4 |
Concept D | ❌ | ✅ | ✅ | ✅ | 3/4 |
Key principle: Any concept that fails an essential criterion (marked ❌) requires significant redesign before it can be considered further — regardless of how well it performs against desirable criteria. A concept that meets all essential criteria is worthy of development — even if it currently meets few desirable criteria, as those can be addressed through iterative development.
Real-World Ideation in Universal Design
Example: The Redesign of the Standard Door Handle
The redesign of door handles for universal accessibility provides a rich example of multiple ideation techniques producing genuinely diverse solutions to the same problem:
The problem statement:"How might we design a door opening mechanism that enables independent access for users with limited grip strength, reduced fine motor control, or upper limb differences — because standard round door knobs require simultaneous grip and rotation that excludes a significant proportion of the population?"
Ideation outputs from different techniques:
Technique | Ideas Generated |
SCAMPER — Substitute | Replace rotational mechanism with lever action requiring only downward pressure |
SCAMPER — Eliminate | Eliminate the need for physical contact entirely — motion-sensor automatic door |
Morphological analysis | Lever handle + foot pedal activation + proximity sensor — three genuinely distinct concepts |
Biomimicry | Inspired by claw-grip geometry of bird talons — a hook-form handle that can be operated by a hooked forearm rather than a gripping hand |
Analogical thinking | Borrowed from automotive door handles — a recessed pull handle requiring only two-finger hook grip rather than full-hand grasp |
Random stimulus (word: "wing") | A wing-shaped lever that can be depressed with a forearm, elbow, or even a closed fist |
Each technique generated a different design direction — demonstrating that diverse ideation techniques produce genuinely diverse concepts, not just variations on the same theme.
The lever handle — now a universal design standard in most public buildings — was ultimately the concept that best addressed the specification, combining ease of operation with visual clarity, manufacturing efficiency, and aesthetic integration with architectural contexts.
Key Takeaway
Ideation is the structured, creative phase of the design process in which designers generate a wide range of diverse and appropriate ideas in response to a clearly defined problem statement and design specification. Effective ideation applies specific techniques — including brainstorming, mind mapping, SCAMPER, morphological analysis, biomimicry, analogical thinking, and random stimulus — each of which generates ideas through a different creative mechanism, ensuring genuine diversity in the output. The most effective ideation is guided by the problem statement — ensuring ideas are relevant and purposeful — and evaluated against the design specification — ensuring ideas have the potential to meet the defined criteria for success. Ideation is not undirected creativity — it is disciplined imagination in the service of human need.
Practical Application
Ideation is a central and highly visible component of your Internal Assessment (IA).
Ideation Component | Your IA Application |
|---|---|
Multiple techniques | Apply a minimum of two or three different ideation techniques — demonstrating genuine diversity in your creative approach |
Problem statement connection | Reference your problem statement explicitly during ideation — show that your ideas are direct responses to the defined challenge |
Specification connection | Evaluate your ideas against your design specification criteria — showing that ideation is guided by research-based requirements |
Diversity of ideas | Generate ideas across genuinely different design directions — not just variations on a single obvious approach |
Idea evaluation | Use an evaluation matrix or structured commentary to select and justify the concepts chosen for further development |
IA Criteria Connection
Criterion | Ideation Connection |
|---|---|
Criterion A — Analysis of a Problem | The problem statement that guides ideation is the output of Criterion A — demonstrating a clear, logical connection between research analysis and creative response |
Criterion B — Conceptual Design | Ideation is the primary activity of Criterion B — examiners assess the range, diversity, and appropriateness of ideas generated, the techniques applied, and the quality of evaluation against the design specification |
Criterion C — Development of a Prototype | The concepts selected through ideation evaluation become the starting point for prototype development — showing a clear, justified connection between ideation and making |
Criterion D — Testing and Evaluation | The design specification criteria used to evaluate ideation concepts are the same criteria used to test the final prototype — maintaining a coherent thread from ideation to evaluation |
💡Student Tip
The most common mistake in IA ideation is generating many similar ideas rather than genuinely diverse concepts. Ten variations of the same basic lever mechanism is not diverse ideation — it is narrow ideation presented in quantity. Examiners reward genuine creative range — ideas that explore fundamentally different approaches to the problem. Apply multiple ideation techniques deliberately, let each technique take your thinking somewhere different, and make your connection to the problem statement and design specification explicit and visible in your annotations. Show your thinking — not just your drawings.
Sources
Brown, Tim. Change by Design: How Design Thinking Transforms Organizations and Inspires Innovation. HarperBusiness, 2009.
Cross, Nigel. Design Thinking: Understanding How Designers Think and Work. Berg Publishers, 2011.
Eissen, Koos, and Roselien Steur. Sketching: Drawing Techniques for Product Designers. BIS Publishers, 2007.
International Baccalaureate Organization. Design Technology Guide. International Baccalaureate Organization, 2014.
Kumar, Vijay. 101 Design Methods: A Structured Approach for Driving Innovation in Your Organization. John Wiley and Sons, 2013.
Lawson, Bryan. How Designers Think: The Design Process Demystified. 4th ed., Architectural Press, 2006.
Osborn, Alex F. Applied Imagination: Principles and Procedures of Creative Problem-Solving. 3rd ed., Scribner, 1963.
Cross-reference: B2.1.9 specifications constrain and focus ideation; B2.1.14 for concept drawing as ideation output; B2.1.11 for critical analysis of generated ideas.
Linking Questions
What ergonomic considerations are important to be able to engage successfully with the design process? (A1.1)
How do design technology students ensure they engage with user-centred research methods? (A2.1)
To what extent are the goals of the design process aligned with the goals of a user-centred design (UCD) process? (B1.1)
To what extent does the model, test, refine cycle require full engagement with modelling and prototyping at several levels of fidelity? (B2.2)
Which aspects of the design process require engagement with material selection? (B3.1)
How do the requirements of the design process ensure students are addressing the responsibility of the designer? (C1.1)
Why is product analysis and evaluation important in the design process? (C3.1)
To what extent does the design process require the exploration of design for manufacture strategies? (C4.1)