ideation
Ideation
Coverage
Ideation covers the techniques that produce many concept variants in response to a well-framed problem, then converge on a subset worth pursuing. The practice has two distinct halves and treats them as separable activities. Divergent techniques include Crazy 8s (eight sketches in eight minutes, popularized by Google Ventures' Design Sprint), brainwriting (silent written generation that bypasses dominant voices), SCAMPER (Substitute / Combine / Adapt / Modify / Put-to-another-use / Eliminate / Reverse — Bob Eberle's adaptation of Alex Osborn's checklist), worst-possible-idea (deliberately bad concepts to disinhibit and reveal hidden assumptions), headlines-from-the-future (write the press release for the launched product), and analogous inspiration (how do other domains solve adjacent problems).
Convergent techniques include dot voting (each participant gets N stickers to place on concepts they would invest in), the NUF test (Is it New, Useful, Feasible?), impact / effort 2×2 plotting, weighted decision matrices for multi-criteria selection, and assumption-testing prioritization (which concepts, if true, would teach the team the most). Convergent methods make the selection criteria explicit before voting begins, so the choice is defensible rather than political.
The skill includes the facilitation mechanics that keep the two halves separate: enforcing silence during divergent rounds so no idea is judged before it lands, time-boxing strictly so quantity is prioritized over polish, withholding feedback ("yes-and" rather than "yes-but"), and only opening evaluative discussion in the convergent phase. This separation is the single most-cited determinant of brainstorming productivity in the literature (going back to Osborn 1953, with the criticism / refinements from Diehl & Stroebe and others incorporated via brainwriting variants).
Philosophy
Ideation is built on a counterintuitive claim: that quantity precedes quality. The case is empirical and structural — judging an idea costs cognitive effort, and judgment running in parallel with generation suppresses generation. Teams that judge as they ideate produce fewer ideas, and the ideas they produce skew toward the safe middle of the distribution. By splitting the modes, divergent rounds produce a wider range, and convergent rounds can then prune intelligently because the field is large enough that pruning is meaningful.
The discipline is sceptical of "good enough" early ideas. The first three ideas a team generates are usually the obvious ones — the ones any competitor has also considered. The interesting ideas live in the second half of a forced-quantity round, where the obvious is exhausted and the team is pushed into less-trodden territory. Worst-possible-idea exercises serve the same function from the other direction: by deliberately violating norms, they expose which norms were holding the design back.
More from jacob-balslev/skill-graph-skills
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4frontend-architecture
Use when organizing a frontend codebase — module boundaries, component layering, state ownership, data-flow direction, and the separation between feature code and shared primitives. Do NOT use for visual design decisions, specific framework migration tactics, or backend API contract design.
4color-system-design
Use when designing a color system — palette construction, semantic color tokens, WCAG contrast ratios, perceptual uniformity in OKLCH/LCH, and light/dark mode parity. Do NOT use for single brand-color picks, runtime theme-switching mechanics, or non-color design tokens.
4agent-engineering
Use when designing or evaluating a production AI agent system, choosing a multi-agent coordination pattern (orchestrator/worker, fan-out, consensus, sequential chain, evaluator/optimizer), diagnosing coordination failures (claim races, silent stalls, context contamination, runaway loops), or auditing whether an agent loop is truly production-ready. Covers the four pillars (architecture and lifecycle, task decomposition, coordination patterns, production reliability), the six reliability requirements (observability, cost budgets, idempotency, failure recovery, safety caps, claim locks), the delegation decision framework with overhead crossover, and the most common anti-patterns. Do NOT use for prompt wording (use `prompt-craft`), per-call tool efficiency (use `tool-call-strategy`), context-stack design within a single agent (use `context-engineering`), or runtime debugging of a deployed system (use `debugging`).
4form-ux-architecture
Use when designing or auditing form structure and validation UX: field grouping, required vs optional inputs, validation timing, client/server validation split, submission lifecycle, recovery, multi-step forms, and high-risk data entry. Do NOT use for labels and announcements alone (use `a11y`), validation-message wording (use `microcopy`), API schema design (use `api-design`), or stored data modeling (use `data-modeling`).
4constraint-awareness
Use when prioritizing work in an AI-assisted codebase, designing agent autonomy levels, deciding what to automate vs keep manual, or evaluating whether a process/tool adds value. Covers Theory of Constraints for AI-era engineering: cheap code production, human review/validation/decision bottlenecks, Five Focusing Steps, constraint-aware process design, attention audits, and constraint-shift modeling. Do NOT use for task-effort estimation, backlog scoring with RICE/WSJF/ICE, or routing a task to a specific model.
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