Heuristic Ideation Technique

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Object of play

In this simple game, participants use a matrix to generate new ideas or approaches to a solution. Te game gets its name from three heuristics—or rules of thumb—of idea generation: • A new idea can be generated from remixing the attributes of an existing idea. • A new idea is best understood by describing its two essential attributes. • Te more diferent or surprising the combination of the two attributes, the more compelling the idea.

Numbers of players

1–10

Duration of play

15 minutes to 2 hours

How to play

To set up the game, participants decide on two categories of attributes that will define their matrix. For example, a toy manufacturer might look at its product line by type (vehicles, fgures and dolls, puzzles, and instruments) and by type of play (racing, simulation, construction). Participants use these lists to populate a matrix, creating a grid of new possible combinations.



In playing the game, participants look across the cells for unusual or surprising combinations. Tese become the seeds of new ideas.

Strategy

Some combinations that at frst seem absurd are worth examining more closely: a toy that combines puzzle pieces with a racing element might seem counterintuitive, but there are classic games built around that principle. Afer looking across the matrix for such combinations, a group may then develop fast prototypes or sketches that explore the possibilities. Consider that GI-Joe came to life conceptually as a “doll for boys.”

The technique used in this game was documented by Edward Tauber in his 1972 paper, “HIT: Heuristic Ideation Technique, A Systematic Procedure for New Product Search

From the book: Gamestorming - A Playbook for innovators, Rulebreakers and Changemakers