Expanding Concepts With Scamper (2.1) - Unit 3: Idea Generation & Concept Development
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Expanding Concepts with SCAMPER

Expanding Concepts with SCAMPER

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Interactive Audio Lesson

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Substitute

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Teacher
Teacher Instructor

Today we're delving into SCAMPER, starting with 'Substitute'. This means questioning if we can replace components of an idea. Can anyone think of an example where substitution might improve a product?

Student 1
Student 1

What if we replaced plastic with biodegradable materials in a water bottle?

Teacher
Teacher Instructor

Exactly, that’s a great example! By substituting plastic with a biodegradable option, we’re addressing environmental concerns. It’s about thinking creatively about materials.

Student 2
Student 2

Can we also think about the design of the cap? Like swapping a screw cap for a flip-top cap?

Teacher
Teacher Instructor

Yes! That puts forward the idea of convenience in access. Remember, substitution can apply to features, users’ roles, and much more. It broadens our thinking!

Teacher
Teacher Instructor

As a quick recap, substitution encourages us to ask 'What can I change to make this better?' Keep this question in mind as we move to the next prompt!

Combine

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Teacher
Teacher Instructor

Now, let’s tackle 'Combine'. This prompt encourages us to think about merging functions. Can anyone offer a creative example of combining products?

Student 3
Student 3

What about a backpack that has a Bluetooth speaker built-in?

Teacher
Teacher Instructor

Great idea! That’s an excellent example of combining functionality that could appeal to music lovers who are always on the go. It's like having a multifunctional tool.

Student 4
Student 4

And if we added a solar panel for charging devices, it would be even more useful!

Teacher
Teacher Instructor

Absolutely! The more we combine, the more diverse our creations can be. Remember to think integratively. Let’s move on to the next prompt!

Adapt

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Teacher
Teacher Instructor

Next, we have 'Adapt'. This prompt is about transferring successful features from one context to another. Any examples?

Student 1
Student 1

I read about self-winding watches. Could we adapt that for rechargeable devices?

Teacher
Teacher Instructor

Precisely! Adapting mechanisms from one field to another can lead to inventive solutions. It’s a way to connect different domains!

Student 2
Student 2

What about how nature inspires us with biomimicry?

Teacher
Teacher Instructor

Exactly! Nature is an incredible source of inspiration. Let’s keep this perspective as we discuss modifying next!

Modify

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Teacher
Teacher Instructor

The fourth prompt is 'Modify'. This is about magnifying or miniaturizing elements. Can anyone think of an example?

Student 3
Student 3

How about a conference table that collapses into smaller desks?

Teacher
Teacher Instructor

An excellent example! Modifying the scale for use in different environments showcases flexibility. Remember, modification can highlight detail or increase portability.

Student 4
Student 4

So if I took a locker and made it into a seating unit, that would work too?

Teacher
Teacher Instructor

Exactly! You’re starting to think like a designer. Modification encourages us to innovate by changing dimensions and functions.

Introduction & Overview

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Quick Overview

SCAMPER is a creative technique that helps expand ideas systematically through prompts that encourage substitution, combination, adaptation, modification, repurposing, elimination, and reversal.

Standard

In this section, students will explore the SCAMPER technique, which consists of seven prompts aimed at enhancing creativity by modifying existing concepts. Each prompt encourages thinking in new directions, providing examples and practice tasks to foster understanding and application.

Detailed

Expanding Concepts with SCAMPER

SCAMPER is a creative tool developed by Bob Eberle in the 1970s that helps expand the idea space during concept development. It stands for:

  • Substitute: Replacing parts or roles in a design, prompting reevaluation of assumptions.
  • Combine: Merging functions from different items to create new solutions.
  • Adapt: Applying features from one domain to another, akin to biomimicry.
  • Modify: Changing scale, form, or features to enhance usability or production.
  • Put to Other Use: Encouraging thinking beyond traditional purposes, thereby breaking functional fixedness.
  • Eliminate: Streamlining designs by removing unnecessary elements for efficiency.
  • Reverse: Challenging the order of processes to discover unconventional solutions.

Utilizing SCAMPER in an organized way promotes divergent thinking by encouraging various perspectives on a challenge, ultimately yielding a diverse array of concepts ready for prototyping.

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Introduction to SCAMPER

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Chapter Content

SCAMPERβ€”developed by Bob Eberle in the 1970sβ€”is grounded in heuristic-based creativity, where each prompt serves as a mental shortcut to modify or recombine elements of a concept.

Detailed Explanation

SCAMPER is a technique tailored for enhancing creativity when developing ideas. It stands for Substitute, Combine, Adapt, Modify, Put to Other Use, Eliminate, and Reverse. Each part of SCAMPER acts as a prompt that helps changemakers think in new ways about existing products or ideas. The method is based on heuristics, which are simple rules or mental shortcuts that facilitate problem-solving and idea generation.

Examples & Analogies

Imagine you’re trying to improve a common kitchen gadget, like a blender. Instead of just accepting its current form, you could apply SCAMPER principles to innovate. For instance, could you substitute the standard plastic for a more eco-friendly material? This thinking approach leads to creative enhancements that might not occur through traditional brainstorming.

Substitute: Changing Components

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Chapter Content

Substitute (Heuristic: Replace parts or roles)

Theory: Substitution prompts you to question the assumption that current components are optimal.

Expanded Example: A standard plastic water bottle could substitute plastic for biodegradable polylactic acid (PLA) or repurposed ocean plastic. Consider substituting a screw cap with a flip-top lid for faster access.

Practice Task: Choose an everyday stationery item and list five substitution ideas, including materials, colors, or user roles (e.g., designer vs. end-user).

Detailed Explanation

The Substitute principle encourages you to think about what components of a product or idea can be replaced with something else. This approach helps you explore whether the materials, colors, or even functions currently in place are the best options available. By challenging existing choices, you can lead to innovative designs that might be more efficient or useful.

Examples & Analogies

Think of a classic toy car. What if you replaced its materials with recycled metals? Or consider changing the wheels to be more durable and suitable for outdoor use. By substituting parts of the toy, you make it more appealing and environmentally friendly, revolutionizing how children interact with playtime.

Combine: Merging Functions

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Combine (Heuristic: Merge functions)

Theory: Combining disparate functions can lead to hybrid products that address multiple user needs. This aligns with integrative thinking models.

Expanded Example: A backpack that integrates a Bluetooth speaker and solar panel strip to charge devices while on the move.

Practice Task: Combine two unrelated classroom tools (e.g., highlighter + stapler) to propose three novel multitools.

Detailed Explanation

The Combine principle invites you to think about how different functions can come together to create a new, multifunctional product. Blending these different functionalities can lead to products that meet several user needs simultaneously, making them more appealing to consumers.

Examples & Analogies

Consider the Swiss Army Knife. It combines various tools like a knife, screwdriver, and scissors into one compact device. This means that instead of carrying multiple tools, you can have everything you need in a single gadget, saving space and increasing convenience.

Adapt: Borrowing from Others

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Adapt (Heuristic: Transfer across contexts)

Theory: Adaptation borrows successful features from one domain to another, akin to biomimicry in nature.

Expanded Example: Adapting the self-winding mechanism of automatic watches to develop a self-charging flashlight powered by hand movement.

Practice Task: Identify a biological system (e.g., lotus leaf water repellency) and describe two design adaptations for consumer products.

Detailed Explanation

The Adapt principle encourages you to look at successful strategies or designs from other fields or nature and incorporate those ideas into your own context. This can lead to innovative solutions that otherwise would not have been considered by staying only within one domain.

Examples & Analogies

The Velcro fastener was inspired by the way burrs cling to animal fur. By observing nature, humans discovered an efficient way to create a fastening system that is now widely used in clothing and shoes, illustrating how adaptation can lead to powerful innovations.

Modify: Changing Scale or Form

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Chapter Content

Modify (Magnify/Miniaturize) (Heuristic: Change scale or form)

Theory: Changing scale can uncover ergonomic or production advantages; magnification highlights detail, miniaturization enhances portability.

Expanded Example: A large conference table designed to collapse into individual laptop desks for flexible classroom use.

Practice Task: Take a common school locker and propose two magnifications (e.g., transform into a hallway seating unit) and two miniaturizations (e.g., personal desk locker).

Detailed Explanation

The Modify principle looks at how changing the size or form of an object can lead to improvements. This might involve making something larger to increase usability or smaller for enhanced convenience. It's about discovering how different scales can transform a product's functionality.

Examples & Analogies

Think of how smartphones have evolved from large handheld devices to compact, multifunctional tools. By modifying their form factor, they have become portable entertainment systems, communication devices, and personal assistants, making everyday life much more manageable.

Put to Other Use: Recontextualizing Functions

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Put to Other Use (Heuristic: Recontextualize purpose)

Theory: This prompt challenges the functional fixedness cognitive bias by forcing you to reconceive utility.

Expanded Example: Using deflated basketballs as floor padding in gym shoe change areas.

Practice Task: List five alternative uses for a discarded T‑shirt beyond apparel.

Detailed Explanation

The Put to Other Use principle encourages you to think beyond traditional functions of an item. It challenges the mindset that items can only serve their original intended purposes, allowing for creative reuse and innovation.

Examples & Analogies

An old ladder can be transformed from a tool for reaching high places to a rustic bookshelf. This illustrates how a piece of furniture can adapt to a new role, making it functional in an unexpected way while reducing waste.

Eliminate: Simplifying Design

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Eliminate (Minify) (Heuristic: Simplify and streamline)

Theory: Lean design principles emphasize eliminating wasteβ€”excess materials, steps, or features.

Expanded Example: A pen with no cap but an internal retractable tip to reduce lost caps and plastic waste.

Practice Task: Choose a complex desktop item (e.g., multi-button mouse) and suggest three elimination-based redesigns.

Detailed Explanation

The Eliminate principle focuses on reducing complexity by removing unnecessary elements. This often leads to products that are easier to use, more efficient, and less wasteful, adhering to the principles of lean design.

Examples & Analogies

Consider how smartphones have eliminated so many standalone devices like cameras and MP3 players. By removing the need for these separate items, the smartphone has streamlined technology into a single, compact form, enhancing usability and convenience.

Reverse: Inverting Ideas

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Reverse (Rearrange) (Heuristic: Invert assumptions)

Theory: Reversal disrupts standard sequences, unveiling non-obvious improvements.

Expanded Example: A bookshelf whose shelves slide downward rather than supporting books from beneath, enabling gravity-assisted organization.

Practice Task: Reverse the user sequence in using a water fountain; sketch two concepts where water collection and dispensing functions swap order.

Detailed Explanation

The Reverse principle encourages you to look at an existing product or process and think about how things could be done differently. This inversion of thought can lead to surprising and innovative designs by challenging established norms.

Examples & Analogies

Imagine a coffee maker that brews coffee upward from a cup instead of downward from the machine. While it seems unconventional, this reversal could lead to new brewing methods and unique user interactions with coffee preparation.

Reflections on SCAMPER

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Chapter Content

Additional Reflections: After completing SCAMPER for an object of your choice, analyze which prompts yielded the most viable ideas and why. This metacognitive step strengthens your heuristic awareness.

Detailed Explanation

After applying SCAMPER, it's important to reflect on which techniques provided the best ideas and why. This reflection enhances your understanding of creative processes and helps you figure out your strongest areas for future brainstorming.

Examples & Analogies

Consider a designer who develops new concepts for a chair. After reflecting on the SCAMPER process, they might realize that the 'Eliminate' principle gave them the most feasible ideas, leading them to focus more on simplifying designs in future projects.

Key Concepts

  • SCAMPER: A systematic approach for idea expansion through substitution, combination, adaptation, modification, repurposing, elimination, and reversal.

  • Divergent Thinking: A process emphasizing quantity and creativity in idea generation.

  • Functional Fixedness: The cognitive bias that restricts creation by limiting users to conventional uses of an item.

Examples & Applications

Substituting plastic in water bottles with biodegradable materials.

Combining a backpack with a Bluetooth speaker and solar power.

Adapting a self-winding watch feature to create self-charging devices.

Memory Aids

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Rhymes

Substitute and Combine, Adapt and Modify, Eliminate the unneeded, Reverse and say goodbye!

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Stories

Once in a creative kingdom, there was a wise inventor named Scamper who taught villagers how to enhance their tools by substituting materials, combining functions, and even adapting nature's designs. Every invention became a thing of wonder thanks to his counsel!

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Memory Tools

To remember SCAMPER, think: S.C.A.M.P.E.R. - Substitute, Combine, Adapt, Modify, Put to Other Use, Eliminate, Reverse.

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Acronyms

SCAMPER

Substituting components

Combining functions

Adapting features

Modifying form

Putting items to other uses

Eliminating the unnecessary

and Reversing processes.

Flash Cards

Glossary

SCAMPER

A creative brainstorming technique involving prompts for idea improvement: Substitute, Combine, Adapt, Modify, Put to Other Use, Eliminate, and Reverse.

Substitution

Involves replacing components of an idea to enhance its effectiveness.

Combination

Merging functions of different items to create a more versatile solution.

Adaptation

Transferring effective features from one context or function to another.

Modification

Changing the form, scale, or features of a product to improve its designs.

Functional Fixedness

A cognitive bias that limits a person to using an object only in the way it is traditionally used.

Elimination

Streamlining ideas by removing unnecessary elements or components.

Reversal

Disrupting standard sequences to discover unexpected improvements.

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