SCAMPER is a mnemonic to ask all the questions to stimulate creativity and generate ideas..
This acronym is attributed to Alex Osborn and Bob Eberle in 1971. In 1953, Osborn 1 developed a series of questions to stimulate creativity in solving problems. Then it will be Eberle, who in 1971 2 , organized these questions into a simple mnemonic called SCAMPER.
The method will consist first of all in defining the subject of the study on which we must “reflect”. It is formulated as a question :
- Qwhat new features can we provide ?
- How could this service be improved ?
Once the subject is determined, we will apply the following checklist :
Replace one element with another.
What can be replaced ? By what ?
Merge several ideas, solutions…
Can we merge this product with this one to make it one ?
Position the subject of the study in an environment different from that initially planned to see how it could be adapted.
Does our product withstand -30 ° How could we do ?
Modify the characteristics of the subject to extend its characteristics
Can we add time, strength… ?
Put to other uses
Search for other applications or market to our product or service.
What can be replaced By what ?
Trying to separate what is useful and necessary from what is useless
Peut on supprimer cette pièce ?
Let’s look at our subject differently by reversing or reorganizing it.
Can we reverse this part?
How can we characterize the most uncomfortable chair ?
1 – A. F. Osborn (1953) – Applied Imagination
2 – R. F. Eberle (1971) – Scamper games for imagination development.