SCAMPER Creative Thinking Method

The SCAMPER method is a creativity technique that stimulates innovation by exploring seven angles: Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Rearrange.

Categories
Innovation Methods
Target Users
Product ManagerdesignersEntrepreneursStudents
Applicable
Innovation designProduct developmentMarketingPersonal learning
#innovation #creativity #brainstorming #product design

💡 What is the SCAMPER Method?

The SCAMPER method is a structured creativity tool that helps generate new ideas by asking systematic questions.

It consists of seven techniques:

  • Substitute
  • Combine
  • Adapt
  • Modify (magnify/minify)
  • Put to another use
  • Eliminate
  • Rearrange

In simple terms: When you face a problem or need creativity, go through these seven angles one by one to spark new ideas.

For example: If you design a chair—can you replace the material (Substitute)? Combine it with storage (Combine)? Adapt it for kids (Adapt)?


📜 Origin & Key Figures

  • Background: Rooted in mid-20th century creativity research.
  • Founder: Inspired by Alex Osborn’s “Checklist Technique” and later formalized by Bob Eberle in 1971 as SCAMPER.
  • Usage: Widely applied in design thinking, advertising, product development.
  • Example: LEGO applies SCAMPER frequently—e.g., “Can bricks become mechanical devices?” (Put to another use), leading to LEGO Robotics.

🛠️ How to Use SCAMPER

  1. Define the object/problem
    • Choose a product, service, or idea.
    • Example: “A ballpoint pen.”
  2. Apply the SCAMPER checklist
    • S (Substitute): Can materials be replaced?
    • C (Combine): Can it be combined with other functions?
    • A (Adapt): Can it be adjusted for new contexts?
    • M (Modify): Can parts be enlarged/reduced?
    • P (Put to another use): Can it serve another purpose?
    • E (Eliminate): What can be removed?
    • R (Rearrange): Can the structure/order be changed?
  3. Collect & filter ideas
    • Write down every idea.
    • Select the most promising for testing.

📚 Case Studies

  • Case 1: Apple iPod

    Old MP3 players lacked innovation. Apple used SCAMPER:

    • Combine (C): music player + iTunes store
    • Eliminate (E): reduced buttons, added scroll wheel
    • Put to another use (P): device as a “fashion accessory”Insight: SCAMPER not only improves products but redefines value.
  • Case 2: Learning Vocabulary

    Students reimagined word memorization with SCAMPER:

    • Substitute (S): images instead of plain text
    • Combine (C): words with storylines
    • Rearrange (R): group by scenarios, not alphabeticallyInsight: Even learning methods can be reinvented with SCAMPER.

✅ Pros & Limitations

Pros

  • Simple and easy to use
  • Provides a structured approach to divergent thinking
  • Works for both individuals and teams

Limitations

  • Produces many ideas, but not all feasible
  • Doesn’t guarantee disruptive innovation immediately

Books

  • SCAMPER: Creative Games and Activities for Imagination Development — Bob Eberle
  • Applied Imagination — Alex Osborn

Other resources

  • IDEO case studies on design thinking
  • TED talk: How simple questions can lead to creative breakthroughs

🎯 Key Takeaway

One-line summary of the method:

“SCAMPER: Seven angles to spark creativity everywhere.”