ChapterPDF Available

Abstract

Ideas are not often plucked out of thin air. The SCAMPER brainstorming technique uses a set of directed questions to resolve a problem (or meet an opportunity). It can also turn a tired idea into something new and different.
Proposition 33
The SCAMPER Technique
In a Word Ideas are not often plucked out of thin air. The SCAMPER brain-
storming technique uses a set of directed questions to resolve a problem (or meet an
opportunity). It can also turn a tired idea into something new and different.
Rationale
A problem is a situation, condition, or issue that remains unresolved and makes it
difcult to accomplish a desired objective. A problem is perceived when an indi-
vidual, group, or organization becomes aware of a signicant difference between
what is desired and what actually is. Trying to nd a solution to a problem is known
as problem solving.
Problem solving is the process by which a situation is analyzed, a workable
solution is determined, and corrective action is taken. The common milestones of
problem solving are to:
Dene (or clarify) the problem.
Analyze causes.
Generate ideas (identify alternatives).
Weigh up ideas (assess alternatives).
©Asian Development Bank 2017
O. Serrat, Knowledge Solutions, DOI 10.1007/978-981-10-0983-9_33
311
Make a decision (select an alternative).
Determine next steps to implement the solution.
Evaluate whether the problem was solved or not.
The SCAMPER Technique
Every problem invites a solution and, needless to say, there are numerous
problem-solving techniques.
1
The SCAMPER technique, for one, uses a set of
directed, idea-spurring questions to suggest some addition to, or modication of,
something that already exists.
2
It has also received much attention as a learning tool
that fosters awareness, drive, uency, exibility, and originality. The stimulus
comes from being asked to answer queries that one would not normally pose. The
changes that SCAMPER stands for are:
SSubstitute (e.g., components, materials, people)
CCombine (e.g., mix, combine with other assemblies or services, integrate)
AAdapt (e.g., alter, change function, use part of another element)
MMagnify/Modify (e.g., increase or reduce in scale, change shape, modify
attributes)
PPut to other uses
EEliminate (e.g., remove elements, simplify, reduce to core functionality)
RRearrange/Reverse (e.g., turn inside out or upside down)
1
They include Afnity Diagrams (organizing ideas into common themes); the Ansoff Matrix
(understanding the different risks of different options); Appreciation (extracting maximum infor-
mation from facts); Appreciative Inquiry (solving problems by looking at what is going right); the
Boston Matrix (focusing effort to give the greatest returns); Brainstorming (generating a large
number of ideas for the solution of a problem); Cause-and-Effect Diagrams (identifying the
possible causes of problems); Core Competence Analysis (get ahead, stay ahead); Critical Success
Factors (identifying the things that really matter for success); the Five Whys Technique (quickly
getting to the root of a problem); Flow Charts (understanding how a process works); The Greiner
Curve (surviving the crises that come with growth); Lateral Thinking (changing concepts and
perception); the Marketing Mix and the 4 Ps (understanding how to position a market offering); the
McKinsey 7Ss (making sure that all the parts of an organization work in harmony); PEST
(Political, Economic, Sociocultural, and Technological) Analysis (understanding the big picture);
Porter's Five Forces (understanding where power lies); the Reframing Matrix (examining problems
from distinct viewpoints); Risk Analysis; Systems Diagrams (understanding the way factors affect
one another); Root Cause Analysis (identifying the root causes of problems or events); SWOT
Analysis (analyzing strengths, weaknesses, opportunities, and threats); and USP (Unique Selling
Propositions) Analysis (crafting competitive edge).
2
The principles of the SCAMPER technique were rst formally suggested by Alex Osborn and
later arranged by Bob Eberle as a mnemonic in 1991 to increase interest in the perceptive,
imaginative, and creative abilities of children.
312 33 The SCAMPER Technique
Table 33.1 Help guide to the SCAMPER technique
Substitute Think about substituting part of the product or process for something else.
Typical questions: What else instead? Who else instead? What other
materials, ingredients, processes, power, sounds, approaches, or forces
might I substitute? Which other place?
Combine Think about combining two or more parts of the product or process to make
something new or to enhance synergy.
Typical questions: What mix, assortment, alloy, or ensemble might I blend?
What ideas, purposes, units, or appeals might I combine?
Adapt Think about which parts of the product or process could be adapted or how
you might change the nature of the product or process.
Typical questions: Does the past offer a parallel? What else is like this?
What other idea does this suggest? What might I adapt for use as a solution?
What might I copy? Who might I emulate?
Magnify,
Modify
Think about changing part or all of the product or process, or distorting it in
an unusual way.
Typical questions: What other meaning, color, motion, sound, smell, form,
or shape might I adopt? What might I add?
Put to Other
Uses
Think of how you might put the product or process to another use or how
you might reuse something from somewhere else.
Typical questions: What new ways are there to use this? Might this be used
in other places? Which other people might I reach? To what other uses
might this be put if it is modied?
Eliminate Think of what might happen if you eliminated parts of the product or
process and consider what you might do in that situation.
Typical questions: What might I understate? What might I eliminate? What
might I streamline? What might I make smaller, lower, shorter, or lighter?
Rearrange,
Reverse
Think of what you might do if parts of the product or process worked in
reverse or were sequenced differently.
Typical questions: What might be rearranged? What other pattern, layout, or
sequence might I adopt? Can components be interchanged? Should I change
pace or schedule? Can positives and negatives be swapped? Could roles be
reversed?
Liteminds(2015) blog on Creative Problem Solving with SCAMPER suggests more than 60
questions that can be asked, along with almost 200 words and expressions one can create
associations with
Source Author
Caveat
The SCAMPER Technique is used to produce original ideas. The creative process
thrives on preparation, concentration, incubation, illumination, and verication
(production testing). In organizations, its fruitful application depends on the
The SCAMPER Technique 313
existence of an enabling environment. There are, of course, personal blocks
3
to
creativity but these can often be removed. Supervisors who do foster creativity
listen, are willing to absorb the risks borne by their subordinates, are comfortable
with half-developed ideas, do not dwell on past mistakes, expect subordinates to
succeed, capitalize on the strengths of subordinates, enjoy their jobs, and can make
quick decisions. They must then help sell ideas to senior management. This
involves assessing the sellabilityof ideas
4
and developing persuasive arguments.
5
Reference
Litemind (2015) Creative problem solving with SCAMPER
The opinions expressed in this chapter are those of the author(s) and do not necessarily reect the
views of the Asian Development Bank, its Board of Directors, or the countries they represent.
Open Access This chapter is licensed under the terms of the Creative Commons
Attribution-NonCommercial 3.0 IGO license (http://creativecommons.org/licenses/by-nc/3.0/igo/)
which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any
medium or format, as long as you give appropriate credit to the Asian Development Bank, provide
a link to the Creative Commons license and indicate if changes were made.
Any dispute related to the use of the works of the Asian Development Bank that cannot be
settled amicably shall be submitted to arbitration pursuant to the UNCITRAL rules. The use of the
Asian Development Banks name for any purpose other than for attribution, and the use of the
Asian Development Banks logo, shall be subject to a separate written license agreement between
the Asian Development Bank and the user and is not authorized as part of this CC-IGO license.
Note that the link provided above includes additional terms and conditions of the license.
The images or other third party material in this chapter are included in the chapters Creative
Commons license, unless indicated otherwise in a credit line to the material. If material is not
included in the chapters Creative Commons license and your intended use is not permitted by
statutory regulation or exceeds the permitted use, you will need to obtain permission directly from
the copyright holder.
3
I do not want to look foolish. I do not want to fail. I am not creative. This is not my area (e.g.,
skill, style, job, etc.). I am not paid to have fun!.
4
Will the idea work? Will people accept it? Is it timely?
5
This requires that the proponents relate the idea to a recognized need, appeal to positive values,
anticipate objections, get others involved, and advertise their credibility.
314 33 The SCAMPER Technique
... Various methods have been applied for co-creation activities and idea generation, encompassing focus group discussions (Bruseberg & McDonagh-Philp, 2002), free-association-tasks (Koll et al., 2010), the Substitute-Combine-Adapt-Modify-Eliminate-Reverse (SCAMPER) technique (Eberle, 1972;Serrat, 2017), and the Jobs-To-Be-Done (JTBD) framework (Ulwick, 2017). The focus group discussions are recognised as effective strategies for brainstorming (Banović et al., 2016;Boonpracha, 2023;Galler et al., 2022), while free-association-tasks aim to identify consumers' perceptions and attitudes towards specific products or brands (Koll et al., 2010). ...
... In this step, adolescents engaged in brainstorming sessions to enhance school canteens and develop ideas of new LB main dishes. This process involved a combination of methods, including focus groups (Banović et al., 2016;Galler et al., 2022), Jobs-To-Be-Done (Ulwick, 2017), free-association-tasks (Koll et al., 2010) and SCAMPER (Boonpracha, 2023;Serrat, 2017). Nineteen adolescents (panel A1) were divided into three focus groups (n ≈ 6 each, 1-hour duration), each led by a trained moderator and an assistant. ...
Article
Full-text available
The promotion of sustainable diets, that valorise and give stage to plant-based foods, is beneficial for both human and environmental health. Adolescence is crucial to support healthy and sustainable eating. Despite this, adolescents remain an understudied group, especially those with a lower economic status. This study aimed to develop innovative, sustainable and healthy legume-based dishes for school canteens through co-creation with adolescents in a low socioeconomic status area with high immigration rate. Nineteen adolescents and four chefs participated in iterative sessions of focus group discussions using a combination of methods (Jobs-To-Be-Done, free association tasks, SCAMPER (Substitute-Combine-Adapt-Modify-Purpose-Eliminate-Rearrange) technique) to identify ideas of new legume-based dishes. Subsequently, 91 adolescents rated their willingness-to-try 28 dish concepts based on these ideas. Six concepts were selected and translated into prototypes that underwent further evaluation by 138 adolescents who assessed their liking, sensory and emotional responses. Results showed that all dishes were well-received, with lower acceptance among high-neophobic adolescents, yet none of the selected dishes were rejected. Exploring individual differences in liking identified two clusters with different hedonic patterns. Emotional characterization of dishes showed those that elicit positive emotional responses high in arousal and novelty in all adolescents, independently from food neophobia, increasing their likelihood of acceptance. The study shows that co-creation with adolescents, in combination with understanding individual differences, are promising strategies to develop innovative, healthy and well-received legume-based dishes for school canteens.
... Sehingga dapat disimpulkan bahwa terdapat berbedaan signifikan tingkat kreativitas siswa kelas eksperimen yang menerapkan metode SCAMPER dengan siswa kelas kontrol yang tidak menerapkan metode SCAMPER. SCAMPER merupakan metode brainstorming yang menggunakan pertanyaanp e r t a n y a a n y a n g d i t u j u k a n u n t u k menyelesaikan sebuah masalah atau menghasilkan sebuah solusi (11). Metode SCAMPER merupakan metode yang mampu menciptakan lingkungan belajar Uji t pada intinya adalah tes parametrik yang dirancang untuk menguji perbedaan antara dua nilai rata-rata (16 B e r d a s a r k a n t e m u a n p e n e l i t i a n i n i ...
Article
Full-text available
The low level of student creativity can be influenced by teaching methods that are inappropriate and not aligned with the needs of the students. This study aims to understand the implementation, impact, and responses of teachers and students to the application of SCAMPER-based creative economy projects to enhance student creativity in IPAS learning. This study uses a quantitative approach with a quasi-experimental method employing the Nonequivalent Control Group Design – Posttest Only. The inferential statistical analysis used is the t-test with a significance level of 0.05. The population and sample in this study are 52 fifth-grade students from SD Negeri 1 Sumberagung. Each experimental group and control group consists of 26 students determined by the saturated sampling technique. The instruments used in this study are observation sheets for the implementation of learning, product assessment with CPSS, and questionnaires for teachers and students. The results of this study indicate that 1) the implementation of the SCAMPER-based creative economy project was carried out well based on the results of the learning implementation observation sheet. 2) based on the assessment of students' creative products using CPSS and the results of the t-test analysis with a result of 0.026 < 0.05, the hypothesis is accepted, stating "there is an influence of implementing the SCAMPER-based creative economy project to enhance the creativity of elementary school students in IPAS learning." 3) The response or perception of teachers and students towards the implementation of the SCAMPER-based creative economy project received very good feedback based on the results of the teacher and student questionnaires. Thus, it can be concluded that there is a significant difference in the level of creativity between the experimental class students who applied the SCAMPER method and the control class students who did not apply the SCAMPER method. Keyword: Project Learning, SCAMPER, Creativity
... An ideation workshop with consecutive divergent and convergent steps is organised to synthesise the research insights. Divergent techniques include free brainstorming or structured ideation methods like SCAMPER (Serrat, 2017), while convergent techniques used are affinity diagramming or dot votes. The goal of the ideation workshop is to kick-start the design process by exploring potential features, stakeholders, and interactions of the system. ...
Conference Paper
Full-text available
To confront the growing uncertainties and challenges on a global scale through design, this paper recommends using the sharing culture as a starting point. It establishes a connection between the sharing economy and impact-centred design by examining the components and scope of the sharing economy in existing literature. Exploring how this framework can be integrated into design education, the paper offers a comprehensive account of a course on impact-centred design, grounded on sharing economy. Throughout four years, this framework was applied to explore design solutions for addressing themes related to crisis response, disaster management, and collaborative consumption. We provide methods and deliverables to illustrate how the sharing economy and design thinking collaborate to uncover systems-level exchanges and interactions among stakeholders. Our discussions focus on the transformative influence of such design contexts on the role of the designer, the scale of the design's impact and the designer responsibility.
Article
In a modern world faced by increasing uncertainty and crises, the importance of scenarios to inform the strategic decision-making processes of governments and corporations has become paramount. This necessitates that those scenarios are rigorous and of high quality. A challenge is that research articulating how to classify and ensure the quality of a scenario is not prolific. This paper addresses this challenge by developing a framework of criteria for assessing scenario quality based on the futures and foresight literature and then using this to offer a new method for specifically assessing the quality of scenarios in the context of crisis management. The Scenario Quality Assessment Method infuses both the critical thinking and creativity required to develop quality scenarios. The method was empirically verified with scholars and practitioners in the industry to determine inter-rater reliability before its intended use in the analysis of a data set for a scenario planning research project in the context of crisis management. This paper contributes theoretically to future and foresight research by including the concept of creativity when assessing the quality of scenarios and offers practitioners in crisis management an effective technique to assess the quality of their own scenarios.
Article
Full-text available
Modular construction is emerging into the limelight in the construction industry as one of the front-running modern methods of construction, facilitating multiple benefits, including improved productivity. Meanwhile, Circular Economy (CE) principles are also becoming prominent in the Building Construction Industry (BCI), which is infamous for its prodigious resource consumption and waste generation. In essence, the basic concepts of modular construction and CE share some commonalities in their fundamental design principles, such as standardisation, simplification, prefabrication, and mobility. Hence, exploring ways of synergising circularity and modularity in the design stage with a Whole Life Cycle (WLC) of value creation and retention is beneficial. By conducting a thorough literature review, supported by expert interviews and brainstorming sessions, followed by a case study, the concept of Design for Circular Manufacturing and Assembly (DfCMA) was proposed to deliver circularity and modularity synergistically in circularity-oriented modular construction. This novel conceptualisation of DfCMA is envisaged to be a value-adding original theoretical contribution of this paper. Furthermore, the findings are expected to add value to the BCI by proposing a way forward to synergise circularity and modularity to contribute substantially towards an efficient circular built environment.
Article
This research analyzes the long waiting time experienced by customers of Restaurant XYZ during peak hours (Saturday-Sunday, 12:00PM-14:00PM and 17:00PM-19:00PM). The objective of this research is to find out the factors or root causes that contribute to the long waiting time. Apart from that, other objectives are also to identify, implement and evaluate effective strategies that can be used as a solution to optimize the ordering process system so that it can reduce the long waiting time experienced by XYZ Restaurant customers. Waiting time in this research is aimed at when customers queue to order food and beverage until the customer gets their food. The current waiting time that customers experience is 34 minutes. Meanwhile, Restaurant XYZ has a goal of reducing waiting time to 25 minutes. This target is determined by consideration of the customer and restaurant. To analyze, this research uses a combination of qualitative and quantitative approaches. The quantitative method will be used to collect data of ordering and queuing time directly through observation. Meanwhile the qualitative method will be used to collect the perceptions, experiences, and expectations of the company and customers through interviews. The qualitative data will be used as the benchmark and basis of the research analysis. With this approach, research will also adopt the DMAIC (Define, Measure, Analyze, Improve, Control) framework to identify problems, measure data, analyze data, generate solutions, and prepare control plans to maintain improvement. Overall, this research suggests changing the ordering system from Restaurant XYZ to a digital ordering system using a website which will reduce waiting time because the queue will change from physical to digital. Apart from that, this research also proposes some changes to integrate solutions and monitoring plans.
Article
Full-text available
Розвиток персоналу не менш важливий для кадрової та економічної безпеки компанії, ніж фінансова мотивація. Саме тому HR-маркетингові стратегії соціально-відповідаль- ного бізнесу спрямовані в бік гармонізації особистого та професійного зростання праців- ників, стимулюючи їх навчання, саморозвиток, підвищення кваліфікації, самореалізацію в усіх сферах життя. В цьому менеджмент дуже подібний до педагогіки, оскільки експе- риментує з різноманітними освітніми підходами, системами та технологіями. Розподіл навичок на soft skills та hard skills з’явився завдяки зусиллям педагогів, проте свого роз- квіту зазнав саме завдяки зацікавленості з боку комерційних структур, повернувшись до закладів освіти саме завдяки широкій зацікавленості з боку активної громадськості. Дер- жавний сектор та бізнес у цьому плані крокують поруч, задаючи одне одному нові тренди та пріоритети. Не стали винятком й сучасніші погляди на базові компетенції успішної людини, які набули поширення під назвою meta skills або «тонкі навички», що обумовлю- ють схильність людини до засвоєння нової інформації, що впливає на її адаптивність за умов стрімких змін сьогодення. До числа meta skills належать різноманітні вміння, які умовно можна розподілити на чотири великі категорії: самоменеджмент, новатор- ство, соціальний інтелект та конкурентоздатність на ринку праці. Кожна з них має свої складники, проте найголовніше – усі вони піддаються тренуванню. В цій публікації роз- глянуто оригінальний підхід до класифікації meta skills, що поєднує найкращі європейські практики, а також наведено ефективні способи їх розвитку серед дорослих та молоді, відпрацьовані під час тренінгів, лекцій, майстер-класів та менторства. Проаналізовано зацікавленість аудиторії до вивчення meta skills, мотивацію молоді та дорослих, аргументовано послідовність вивчення у напрямку self-management, innovation, social intelligence, employability та запропоновано алгоритм навчання.
Article
Saat ini seiring dengan meningkatnya orang-orang yang memelihara kucing, maka semakin beragam pula produk-produk yang didesain khusus untuk kucing yang mengakomodir kebutuhan baik itu kucing maupun pemiliknya. Salah satu contohnya adalah tas untuk membawa kucing dan juga kebutuhannya. Jika pemilik kucing ingin membawa kebutuhan pribadi dan juga barang-barang milik kucing, perjalanan mereka menjadi kurang efisien karena harus membawa banyak tas yang berbeda. Totecat merupakan inovasi tas untuk membawa kucing namun memiliki fitur tambahan yaitu sebuah kompartemen khusus untuk menyimpan barang pribadi pemilik kucing. Tujuan yang ingin dicapai adalah menciptakan produk yang dapat mengakomodir kucing serta penyimpanan untuk barang kebutuhan pemilik dan kucingnya berada dalam satu tas sehingga ketika dibawa bepergian pemilik tidak perlu repot membawa banyak tas. Untuk menghasilkan perancangan produk yang tepat, disini kami menggunakan metode SCAMPER yang dapat membantu menghasilkan ide-ide baru untuk produk dengan mengajukan tujuh pertanyaan. Dengan mengkombinasikan antara bentuk tote bag dengan fungsi dari pet cargo yaitu membawa kucing atau hewan peliharaan. Maka, diharapkan produk ini dapat menjadi solusi bagi pecinta kucing yang ingin bepergian sambil membawa kucing dan barang pribadinya sekaligus namun semuanya sudah berada dalam satu tas saja. Kata kunci: Inovasi, Kucing, Pecinta Kucing, SCAMPER, Tas