The Worst Possible Idea
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Sometimes, the best way to spark creativity is by doing the exact opposite of what we aim for. This method, called The Worst Possible Idea, involves brainstorming as many terrible ideas as possible. Then, we analyze what makes them bad and identify their opposites—turning flaws into strengths. This approach is not only fun and engaging but also serves as a great icebreaker for teams, encouraging open participation and reducing the fear of sharing ideas.
- Decide Time: set a fixed period for ideation, depending on the group size and activity.
- Clarify the Question: ensure everyone understands the core question from research.
- Provide Post-Its: give each participant a set of post-its.
- Set Objective: instruct them to come up with the worst possible solutions to the question.
- Start the Timer: begin the timed ideation session.
- Generate Ideas: participants write down the worst possible solutions within the allotted time.
- Collect Ideas: gather all post-it notes once the timer ends.
- Select Worst Idea: as a group, vote on the absolute worst idea.
- Discuss Attributes: identify what makes the worst ideas so ineffective.
- Note Findings: write down the negative attributes found.
- Find Opposites: transform negative attributes into their positive counterparts (e.g., slow to fast).
- Evaluate Opposites: discuss what makes the new flipped ideas strong or weak.
- Mix and Match: combine flipped ideas to develop innovative solutions.
The point of this method is to explore design areas that we otherwise wouldn’t if we were solely focused on good ideas. Through discussion and analysis we gain a better understanding of the problem space.
Suppose we are designing a first-person shooter and ask, how might we add variation to weapons? A terrible idea could be a gun that only harms the player and heals enemies. By discussing this, we might find it counterproductive but discover new possibilities—like a weapon that is ultra-powerful but also damages the player or one that heals specific enemies instead of hurting them. The key is to challenge assumptions, explore unexpected ideas, and create more fun, engaging gameplay.
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