Creativity Glossary A to Z

Creativity glossary — 140 definitions

« 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.