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| Criterion | ![]() Innovation Design Thinking | ![]() Innovation Rolestorming | ![]() 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 a search for ideas stalls, switching roles helps people step outside their own perspective and activate new logics of action. The method reduces habit because contributions arise from a different stance. This brings unfamiliar, often fitting solution approaches into play. | 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 | Low | Low |
Timedifferent | 1 Tag bis mehrere Wochen | 30-60 min | 30-60 min |
Participantsdifferent | 4-10 | 3-12 | 2-10 |
Formatsame | Workshop | Workshop | Workshop |
Outputdifferent | Problem Statement, Prototype, Test Learnings | Rollenkarten, Ideenpool pro Rolle, Konsolidierte Shortlist | SCAMPER Idea List, Concept Shortlist, Variation Notes |
Tagsno overlap | InnovationPrototypeResearch | BrainstormingIdeationCreativity | BrainstormingIdeationCreativityReframingInnovation |
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