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Method

Synectics

A group creativity method that uses analogies and metaphors to move away from the problem and come back to it with new ideas.

In Spanish
Sinéctica
Origin
Gordon (1961); Gordon and Prince, Arthur D. Little (1950s)
Output
New ideas that come from comparing the problem with things from other worlds

What it’s for

It helps break out of the usual solutions when a team knows a problem so well that it no longer sees it.

Key elements

  • Make the familiar strange

    Look at the usual problem as if for the first time.

  • Make the strange familiar

    Understand something new by comparing it with what you already know.

  • Move away to come back

    The analogy takes you far from the problem; then you return to it with what you found.

How it’s done

  1. State the problem and set it aside for a moment.

  2. Look for analogies in nature, in other trades or in yourself.

  3. Return to the problem and turn the comparisons into ideas.

Applications in design

  • When to use it

    When the team gets stuck on ideas similar to what already exists.

  • Avoid

    Staying in the metaphor without bringing it back to the real problem.

  • Don’t fall for it

    It needs someone to guide the session; without a guide, it gets lost in anecdotes.

Authors and works

  1. 1961

    William J. J. Gordon

    Developed the method with George M. Prince in Arthur D. Little’s invention group and explained it in his 1961 book.

Sources

Original sources

  • Gordon, W. J. J. (1961). Synectics: The development of creative capacity. Harper & Row.

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