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Method

SCAMPER

A list of seven questions for generating ideas from something that already exists: substitute, combine, adapt, modify, put to another use, eliminate, and rearrange.

Origin
Eberle (1971), based on Osborn’s questions (1953)
Output
Variations of something that already exists, one per question

What it’s for

It helps you get new ideas out of something familiar when you don’t know where to attack it: each letter is a different starting point.

Key elements

  • Start from something

    A product, a service, or a specific step.

  • One question at a time

    Answer one question before moving on to the next.

  • No discarding yet

    First gather ideas; choose later.

How it’s done

  1. Choose what to transform: a product, a service, a step.

  2. Go through the seven questions: what do I substitute, what do I combine, what do I remove…?

  3. Choose the ideas worth testing.

Applications in design

  • When to use it

    To improve something that already exists, not to start from scratch.

  • Avoid

    Filling in the seven letters as a formality.

  • Don’t fall for it

    If a letter gives you nothing, move on; go back to the most fruitful ones before choosing.

Authors and works

  1. 1953

    Alex F. Osborn

    Proposed a list of questions to spark ideas, from which SCAMPER comes.

  2. 1971, 1972

    Bob Eberle

    Arranged the questions under the acronym SCAMPER to develop children’s imagination.

Sources

Original sources

  • Eberle, B. (1971). SCAMPER: Games for imagination development. D.O.K. Publishers.
  • Eberle, B. (1972). Developing imagination through SCAMPER. Journal of Creative Behavior, 6(3), 199–203. View source: Eberle, B. (1972)
  • Osborn, A. F. (1953). Applied imagination: Principles and procedures of creative thinking. Scribner.

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