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| Criterion | ![]() Innovation Design Thinking | ![]() Innovation Design Sprint | ![]() Innovation SCAMPER |
|---|---|---|---|
Purposedifferent | For complex user problems with an uncertain cause, the method connects observation, interpretation, and experiment into a learning cycle. It keeps the focus on real needs and avoids premature solution language. This produces robust decisions for product and service. | When the product question is unclear and time pressure is high, the method takes a team from an open idea to a testable solution. It connects problem understanding, decision, and learning in one compact format, lowering the risk of spending a lot of energy on a mere guess. | For an existing solution under pressure to change, the method deliberately opens space for systematic variants. It directs attention to rebuilding, combining, and repurposing rather than only new basic ideas. This produces concrete evolution paths for products, offerings, or workflows. |
Complexitydifferent | High | High | Low |
Timedifferent | 1 Tag bis mehrere Wochen | 4-5 Tage | 30-60 min |
Participantsdifferent | 4-10 | 5-8 | 2-10 |
Formatsame | Workshop | Workshop | Workshop |
Outputdifferent | Problem Statement, Prototype, Test Learnings | Prototype, Test Findings, Decision Rationale | SCAMPER Idea List, Concept Shortlist, Variation Notes |
Tags1 shared | InnovationPrototypeResearch | Design sprintPrototypeValidationInnovation | BrainstormingIdeationCreativityReframingInnovation |
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