Creativity Glossary A to Z
Creativity glossary — 140 definitions
- Every term defined across the guide's sections, in alphabetical order.
- Tip: press Ctrl + F to search for a term on the page.
- « How might we…? » (HMW)
- A technique reframing a problem as an open, stimulating question inviting solution generation.
- 5 whys
- A method of asking « why? » several times in a row to trace back to the root cause.
- 5W1H (QQOQCP)
- A 6-question analysis grid (Who, What, Where, When, How, Why) to grasp a situation without omission.
- Action plan
- Translating the decision into concrete actions (who does what, when, with what means).
- Actionable question
- A wording that orients toward action and presupposes a solution exists (« How… »).
- Affinity grouping
- Gathering similar ideas into themes/families to see clearly and remove duplicates.
- Agenda
- The workshop's time structure: welcome/framing, divergence, convergence, conclusion, with controlled timing.
- Analogy
- Transposing a solution from another field (nature, another trade) to your own problem.
- Associative thinking
- The brain's workings where one idea calls another, which the mind map naturally matches.
- Augmented creative
- A person whose creativity is multiplied by AI, without human judgment being replaced.
- Black / Yellow hat
- Black: caution (risks, weaknesses); Yellow: optimism (benefits, advantages).
- Brainstorming
- A collective idea-generation method (divergent thinking) governed by precise rules (Osborn).
- Brainstorming partner
- Using AI to generate variants, angles and provocations, like a tireless ideation partner.
- Brainwriting
- A generation method where everyone writes their ideas individually and in silence, before pooling.
- Brainwriting 6-3-5
- Variant: 6 people write 3 ideas in 5 min, then pass their sheet to a neighbor who builds on it.
- Branch / sub-branch
- Ramifications of the map: main ideas (branches) then details (sub-branches).
- Break / letting go
- Alternating effort and relaxation that lets the brain « simmer » and ideas emerge.
- Breakthrough idea
- A radically new idea, leaving usual patterns, often from unexpected connections.
- Build on (« yes, and… »)
- Rule of building on others' ideas rather than starting from scratch (collective rebound effect).
- Causal chain
- A sequence of linked causes (each « why » reveals the cause of the previous) leading to the origin.
- Cause family
- A category grouping causes of the same nature (one branch of the diagram).
- Cause vs symptom
- The symptom is visible/bothersome; the cause is what actually produces it (to treat for a durable fix).
- Central topic
- The main idea placed at the center of the map, from which branches radiate.
- Change of perspective
- Approaching a problem from a radically different angle to unblock a solution.
- Collective intelligence
- A group's ability to produce results superior to its isolated members, by harnessing diversity.
- Collective intelligence (sorting)
- Mobilizing the group's opinion to quickly surface the ideas gathering the most support.
- Combine / Adapt
- Merge with something else (combine) or transpose a solution from elsewhere (adapt).
- Complete approach
- A process linking problem understanding, idea generation, decision and test.
- Concassage
- « Breaking » a concept by turning it around (enlarge, reverse, remove…) to generate variants.
- Conclusion (decisions/actions)
- The workshop's end leading to concrete decisions and actions (without follow-up, it's frustrating).
- Conformity bias
- The tendency to rally to others' apparent opinion rather than express one's own viewpoint.
- Connection / analogy
- An unexpected link between different ideas or fields, a source of new ideas.
- Convergence (sorting)
- The selection phase: moving from a mass of ideas to a few workable paths.
- Convergent thinking
- Closing phase: sort, evaluate and decide among the ideas (analysis, critical selection).
- Creative judgment
- The ability, gained with experience, to mobilize the right tool at the right moment.
- Creativity
- The ability to produce ideas that are new AND useful to solve a problem or seize an opportunity.
- Culture of innovation
- A set of values and practices that, daily, encourage ideas and experimentation over time.
- Curiosity
- A disposition to take interest in varied fields, ask questions and explore; the nourishment of creativity.
- Decision
- A settled, owned choice of a solution to implement, after exploration and evaluation.
- Decision matrix
- A table crossing two criteria to visualize and prioritize options (impact/cost, value/risk…).
- Design Thinking
- A user-centered innovation approach combining empathy, creativity and rigor (test/iteration).
- Devil's advocate
- A person tasked with deliberately contradicting to avoid soft consensus and stimulate critical thinking.
- Divergent thinking
- Opening phase: generate a maximum of ideas without judging or filtering (quantity, originality, exploration).
- Divergent/convergent alternation
- The principle of clearly separating generation time from decision time (never both at once).
- Diversity
- The variety of profiles, experiences and viewpoints in a group; the fuel of collective intelligence.
- Diversity of sources
- Deliberate variety of inspirations that enriches the reservoir of ideas, against routine.
- Dominance effect
- Bias of oral brainstorming where extroverts/dominants monopolize speech and crush the others.
- Dot voting
- A technique where each spreads a limited number of votes on the ideas judged most promising.
- Double diamond
- Design Thinking scheme alternating several divergence/convergence cycles (problem then solution).
- Early judgment
- Criticizing an idea during generation; kills creativity by censoring before the idea exists.
- Effect (fish head)
- The problem to analyze, placed on the right of the diagram.
- Eliminate / Rearrange
- Remove an element to simplify (eliminate) or change the order/reverse (rearrange).
- Emotional detachment
- Advantage of the simple prototype: you throw away and redo without regret (unlike a long-polished product).
- Empathy
- The ability to understand another's viewpoint and feelings; a key skill of the user-centered approach.
- Empathy (Design Thinking)
- Deep understanding of users (observation, interviews) to solve their real need.
- Empathy map
- A canvas structuring what you know of a user (says, does, thinks, feels, sees, hears, fears, expectations).
- Encouraging ideas
- Time, means, listening and recognition given to proposals (instead of ignoring them).
- Enduring culture
- A permanent way of operating (vs exceptional creative moments) that makes innovation live.
- Equal participation
- The fact that everyone contributes equally, including the most reserved.
- Exhaustive analysis
- An organized sweep of all cause categories, to omit none.
- Facilitation
- The facilitator's role: making the group produce (neutral on substance, active on form).
- Factual description
- Understanding a problem based on facts (via 5W1H) before any interpretation.
- Fail fast and cheap
- The principle of testing early at low cost to detect problems before investing heavily.
- Favorite ground
- The type of situation where a given method is most effective.
- Fear of judgment
- Fear of looking ridiculous or foolish when proposing an idea, especially in a group; curbs boldness.
- Feasibility
- The ease, speed or low cost of implementing an idea.
- Feedback
- A user's reaction (difficulty, misunderstanding, suggestion) used to improve the idea.
- Forced connection (random word)
- A technique deliberately linking a randomly chosen word to your problem to trigger unexpected ideas.
- Framing
- Delimiting and describing a problem or situation precisely before acting.
- Framing-ideation bridge
- The HMW's role: linking problem definition to idea generation (a brainstorming's starting question).
- Free association
- A technique of spontaneous bouncing from one idea to another to leave the beaten path.
- Generative AI (creativity)
- AI tools (ChatGPT, Claude, Gemini, image generation…) able to stimulate ideation.
- Green / Blue hat
- Green: creativity (new ideas); Blue: organization (steering, synthesis).
- Groupthink
- A pitfall where seeking consensus silences disagreements and leads to a mediocre, unchallenged decision.
- How much (added)
- A quantitative question sometimes added to 5W1H (scale, cost, number).
- Human discernment
- Judgment, critical evaluation, sense of context that stay the person's role (convergence).
- Hygiene of the mind
- A set of daily routines (curiosity, notes, letting go) making creativity a permanent disposition.
- Idea notebook
- A support (paper/digital) to capture ideas as they arise (an unrecorded idea is lost).
- Idea trigger
- A question or constraint that forces the mind to explore new angles (SCAMPER's role).
- Ideation workshop
- A structured session where a group generates and selects ideas, with preparation, framework and facilitation.
- Impact
- The value or benefit brought by an idea if realized.
- Impact/feasibility matrix
- A prioritization tool evaluating each idea by its impact (benefit) and feasibility (ease of implementation).
- Implicit need
- A real need not directly expressed by the user, often more important than the expressed one.
- Innovation
- The concrete implementation of a new idea that brings value (beyond the mere idea).
- Ishikawa diagram
- A cause-effect « fishbone » diagram mapping all cause families of a problem.
- Iteration
- Going back and improving a solution from feedback, rather than moving straight ahead.
- Keyword
- A short term (rather than a sentence) placed on branches for clarity and speed of the map.
- Lateral thinking
- The art of approaching a problem from an unexpected angle, leaving usual logical patterns (De Bono).
- Leading by example
- Leaders and managers embodying innovation values (welcoming ideas, admitting mistakes, taking risks).
- Listen without defending
- The attitude of understanding criticism rather than justifying your idea (not seeking to be right).
- Low-fi (low fidelity)
- A fast, simple, cheap prototype (sketch, paper mock-up, scenario), far from a finished product.
- Maintaining creativity
- Keeping and strengthening creativity through regular routines (like a muscle that atrophies without practice).
- Method choice
- Selecting the tool fitting the problem type (technical, creative, organizational) and context.
- Method sequencing
- Articulating several tools into a complete approach (frame → diverge → converge → prototype → test).
- Mind map
- A visual tree-like tool starting from a central topic to generate and organize ideas by branches.
- Move to action
- The real implementation of a decision, without which ideas stay sterile.
- New and useful idea
- The double criterion of creativity: the idea must be original but also relevant to the need.
- No judgment
- Rule forbidding any criticism during generation, so as not to kill creative momentum.
- Observation
- Attention paid to what surrounds you (details, problems, ways of doing), material for ideas.
- Observe (vs listen)
- Watching how people actually use the prototype, which often reveals more than their words.
- Own
- Take responsibility for a choice, accepting a share of uncertainty (you never know 100%).
- Parallel generation
- The fact that all produce ideas at once (in writing), more productive than in series (one at a time).
- Parallel thinking
- The principle where all adopt the same mode at once, instead of clashing.
- Persona
- A portrait of a representative user (profile, context, needs, frustrations, goals) serving as reference.
- Positive reframing
- Turning a negative/closed statement into a question oriented toward action and possibilities.
- Problem definition
- The step of precisely framing the real problem, an indispensable prerequisite to any search for solutions.
- Problem-solving
- The process of understanding a problem and finding a solution; creativity is its engine.
- Project management link
- A decision becomes a project (goals, steps, owners, follow-up) to be realized.
- Prototype
- A materialized version of an idea to make it tangible and testable.
- Provocation
- A deliberately absurd idea used as a springboard to bounce toward new ideas.
- Psychological safety
- A climate where one can propose ideas without fear of being judged or mocked; base condition of creativity.
- Quantity over quality
- First rule: aim for the maximum of ideas (sorting comes later); quantity raises the chance of gems.
- Quick win
- An idea with high impact and easy to realize (quick victory): do first.
- Rapid prototyping
- Materializing an idea fast and cheap to learn and iterate early.
- Recombination
- AI's way of working: it produces from the existing, without true understanding or deep originality.
- Reframing
- Stating the real problem precisely (without slipping in a disguised solution).
- Regulating dynamics
- Containing dominants and involving the quiet to balance contribution.
- Right level
- A wording open enough for creativity but targeted enough to orient (without containing the solution).
- Right to fail
- Accepting that an idea may « fail »: this is a normal part of the creative process.
- Root cause
- The deep origin of a problem, whose resolution prevents its recurrence.
- SCAMPER
- A creativity method applying 7 transformation levers to an existing thing to generate variants.
- Self-censorship
- Disqualifying one's own ideas before expressing them; the number-one blocker of creativity.
- Shared vision
- A common, precise understanding of a problem, obtained by answering the questions collectively.
- Six Hats (De Bono)
- A method structuring thinking into six distinct modes of thought, adopted in turn by all.
- Skill (vs gift)
- An ability that is learned and developed through method and practice, rather than a fixed innate talent.
- Substitute
- Replace an element, a material or a step with another.
- Surface symptom
- The first visible explanation of a problem, to go past to reach the real cause.
- Test
- Confronting an idea/prototype with real users to gather feedback and learn.
- The 5 stages
- Empathize → Define → Ideate → Prototype → Test (not strictly linear: you iterate).
- The 5M method
- Classic cause categories: Manpower, Machine, Method, Material, Milieu (sometimes +Management/Measurement).
- Theme / idea family
- A category grouping close ideas, emerging from affinity grouping.
- Thinking habits
- Patterns and routines (« we've always done it this way ») that prevent imagining otherwise.
- Thinking patterns
- Usual paths the brain takes for efficiency, but which confine facing creative problems.
- Toyota system
- The industrial origin of the 5 whys (Toyota production problem-solving method).
- User-centered
- The principle of starting from the real needs of the people concerned, not from your assumptions.
- User-centered approach
- An approach starting from users' real needs rather than the designer's assumptions.
- Vertical thinking
- Logical, sequential thinking that digs deeper in the same direction (opposite of lateral).
- White / Red hat
- White: objective facts (neutral); Red: emotions and intuitions (no justification).
- Wild ideas welcome
- Rule welcoming bold/unrealistic ideas, because they open paths and trigger others.
- Wrong problem
- A misidentified problem tackled out of haste, leading to useless solutions.