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
- Define the object/problem
- Choose a product, service, or idea.
- Example: “A ballpoint pen.”
- 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?
- 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
📖 Recommended Resources
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.”