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Lesson 3 of 6Ideas and Opportunities for New Ventures
Unit 2 · Lesson 3 of 6

Generating Ideas and Choosing One

Creative-thinking strategies such as brainstorming, mind mapping, SCAMPER and observation produce many ideas, and a decision-making model with a weighted decision matrix picks the most feasible one.

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Key things to remember

  1. 1Brainstorming rules: no criticism, go for quantity, welcome wild ideas, build on others' ideas, record everything.
  2. 2SCAMPER: Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, Reverse or rearrange.
  3. 3Idea sources: personal observation, the internet, magazines, conversations.
  4. 4Decision-making model: define, list alternatives, set and weight criteria, evaluate, choose, act and review.
  5. 5Weighted score = sum of (weight × rating); weights add to 100%, and every criterion is rated so higher is better.

Your first idea is rarely your best one. Professional designers generate dozens of ideas before choosing, because quantity leads to quality: the more ideas you have, the more likely one of them is excellent. But once you have a long list, you need a fair way to pick. This lesson gives you both halves of the job: tools to produce lots of ideas, and a decision-making model that chooses among them using evidence instead of gut feeling.

Creative-thinking strategies

Mind mapstart in the centre and branch outwardServicespet sittinglawn careProductsbaked goodsphone casesOnlinevideo editingresale shopEventskids' campsparty set-upSummer ventureideasBrainstorming rules1Defer judgementno criticism until later2Go for quantitymore ideas, better odds3Build on others' ideascombine and improve them4Wild ideas welcomeodd ideas spark good onesSCAMPERseven ways to change an existing ideaSSubstitute: swap a part or materialCCombine: merge two ideas into oneAAdapt: borrow an idea from elsewhereMModify: change size, shape or colourPPut to other uses: new use or new userEEliminate: remove parts to simplifyRReverse: rearrange or flip the order
Fig 1Four ways to generate ideas: brainstorming, mind mapping, SCAMPER and observation.

Brainstorming is a group session where everyone suggests ideas quickly. It works only if the group follows its rules, because one critical comment can make people stop sharing.

  • No criticism during the session. Judging comes later.
  • Go for quantity. Aim for 20 or more ideas.
  • Wild ideas are welcome. An impossible idea often leads to a practical one.
  • Build on others' ideas. "Yes, and..." is better than "No, but...".
  • Record every idea where everyone can see it.

Mind mapping starts with one word in the centre of a page, such as "lunch", and branches outward to related words ("slow line", "healthy", "cost"), then further branches ("pre-order", "smoothies", "meal deal"). It helps one person explore connections they would not see in a list. SCAMPER is a checklist for improving an existing product by asking seven questions. Observation means deliberately watching for problems in your school and community: long lines, broken things, complaints, and things people do the hard way.

SCAMPER letterQuestionExample applied to a school water bottle
S: SubstituteWhat material or part could be swapped?Use bamboo instead of plastic for the lid
C: CombineWhat could it be joined with?Combine it with a fruit infuser
A: AdaptWhat else is like it that could be copied?Adapt a thermos design to keep water cold all day
M: ModifyWhat could be made bigger, smaller or changed?Add time markings that show how much to drink by noon
P: Put to another useWho else could use it?Sell it to sports teams as a team bottle
E: EliminateWhat could be removed?Remove the straw, the part that breaks most
R: Reverse or rearrangeWhat if the order or position changed?Put the opening on the bottom for easy cleaning
SCAMPER turns one existing product into seven directions for innovation.
Where ideas come from
Keep an idea log for a week. Sources include personal observation (what annoys you or your friends), the internet (online reviews and forums where people complain about products), magazines and trade publications (new products and trends), and conversations with family, neighbours, coaches and local business owners about the problems they wish someone would solve.
VideoTry each of the seven SCAMPER prompts on a product you own as the video walks through them.Watch on YouTube

A decision-making model

A decision-making model is a series of steps that makes a choice deliberate and explainable. You will use it to choose one idea for a school-based or student-run business.

Decision-making model1Define the problem2List the alternatives3Set criteria + weights4Evaluate each option5Choose the best one6Act on the decision7Review the resultExample: which summer venture?Criterion(weight)DogwalkingTutoringCustomT-shirtsLow start-up costweight × 35 × 3 = 155 × 3 = 152 × 3 = 6Profit potentialweight × 23 × 2 = 64 × 2 = 84 × 2 = 8Fits my skillsweight × 14 × 1 = 45 × 1 = 53 × 1 = 3Weighted total252817Score each option from 1 (poor) to 5 (great) on eachcriterion, multiply by the weight, then add. Tutoring winswith 28.
Fig 2The decision-making model: define, list options, set criteria, evaluate, choose, then act and review.
  1. Define the decision: "Which business should our team run at school this semester?"
  2. List the alternatives: the best ideas from brainstorming and observation.
  3. Set the criteria and weight them: what matters, and how much? For example, start-up cost, expected demand, fit with skills, and time required.
  4. Evaluate each alternative against each criterion, usually with a rating from 1 (poor) to 5 (excellent).
  5. Choose the alternative with the highest weighted score, then check that the choice makes sense.
  6. Act on the decision and review it later. If results are poor, return to the list.

The weighted decision matrix, step by step

A weighted decision matrix is a table that scores every alternative on every criterion. Each criterion gets a weight showing how important it is, and the weights add to 100%. Rate every criterion so that a higher number is always better. For start-up cost, that means a cheap idea gets a 5 and an expensive one gets a 1. Then multiply each rating by its weight and add across.

Criterion (weight)Smoothie standTote bagsTech Help DeskPlant sale
Low start-up cost (30%)2 → 0.63 → 0.95 → 1.54 → 1.2
Expected demand (30%)5 → 1.53 → 0.93 → 0.92 → 0.6
Fit with our skills (20%)3 → 0.64 → 0.85 → 1.02 → 0.4
Time fits our schedule (20%)2 → 0.43 → 0.64 → 0.83 → 0.6
Weighted score (out of 5)3.13.24.22.8
Each cell shows the rating (1 to 5), then the rating times the weight. The Tech Help Desk scores highest.
Loading interactive…
Enter the four ideas and criteria above, then change the weights and watch whether the winning idea changes
The matrix supports judgement; it does not replace it
If two ideas finish within a few tenths of each other, the matrix is telling you they are close, not that one is clearly better. Check the ratings with research, and ask whether any idea has a deal-breaker, such as a school rule it cannot meet, before you commit.
VideoFollow how each score is multiplied by its criterion weight and the products are added, the same steps used in the worked matrix above.Watch on YouTube

Worked examples

Reveal one step at a time and try to beat it to the next line.

Example 1
A Grade 11 team scores four ideas using weights of 30% low start-up cost, 30% expected demand, 20% skills fit and 20% time. The Tech Help Desk is rated 5, 3, 5 and 4. Calculate its weighted score and confirm it beats the tote bags (rated 3, 3, 4, 3).
Example 2
The team's business partner thinks demand matters most and proposes new weights: start-up cost 20%, demand 60%, skills 10%, time 10%. Using the same ratings, recalculate the smoothie stand (2, 5, 3, 2) and the Tech Help Desk (5, 3, 5, 4). Which wins now?
Example 3
Use the points method instead of percentages. Weights are start-up cost 3 points, demand 3, skills 2, time 2 (10 points in total). The plant sale is rated 4, 2, 2, 3. Find its score out of the maximum possible.

Where marks get lost

  • Criticizing ideas during brainstorming. Judging too early stops people sharing and kills the wild ideas that lead to good ones.
  • Rating start-up cost so that a high number means expensive. Every criterion must be rated so that higher is better, or the matrix rewards the worst ideas.
  • Using weights that do not add to 100% (for example 30%, 30%, 30%, 20%), which inflates every score.
  • Choosing weights after seeing the ratings so a favourite idea wins. Set and agree on weights first.
  • Treating a difference of 0.1 as a decisive win. Close scores mean you need more research, not that the choice is settled.

Flashcards 8

Brainstorming
Mind map
SCAMPER
Observation (as an idea source)
+ 4 more

Practice

1
Which is NOT a rule of brainstorming?
2
Match each SCAMPER question to its letter.
What could be removed?
What could it be joined with?
Who else could use it?
What material could be swapped?
3
An idea is scored with weights of 40% demand, 30% start-up cost and 30% skills fit. Its ratings are 3, 4 and 5 respectively. What is its weighted score out of 5? Give your answer to one decimal place.
4
Using points weights of 3, 3, 2 and 2, an idea is rated 4, 2, 5 and 3. What is its total weighted score in points?
points
5
Put the steps of the decision-making model in order.
  1. 1Choose the best alternative
  2. 2Evaluate each alternative
  3. 3Act and review
  4. 4Define the decision
  5. 5List the alternatives
  6. 6Set and weight the criteria
6
A team rates a costly idea 5 for start-up cost because "it costs a lot". What is wrong?
7
Two ideas score 3.6 and 3.5 in a weighted matrix. What should the team do?
8
What creative-thinking tool starts with one word in the centre of a page and branches outward to related ideas?
9
A student reads online reviews where many people complain that reusable lunch containers leak. Which idea source is this?

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