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/skills
layout-composition
Use when deciding responsive page or screen structure: section order, scan pattern, grid/flex composition, breakpoints, viewport hierarchy, responsive media, and density. Do NOT use for user-goal decomposition (use `task-analysis`), navigation taxonomy (use `information-architecture`), visual polish (use `visual-design-foundations`), or component/token contracts (use `design-system-architecture`).
8context-graph
Use when designing or auditing the multi-graph context architecture of an AI-coding workspace: skill graph, document routing graph, memory index, script registry, and the cross-graph edges between them. Covers edge typing, orphan detection, connectivity health, deterministic graph synthesis signals, change-propagation checks, and drift or hub-and-spoke anti-patterns. Do NOT use for authoring one SKILL.md (use `skill-scaffold`), validating one skill (use `graph-audit`), live routing decisions (use `skill-router`), context-window budgeting (use `context-window`), or session load/drop choices (use `context-management`).
8visual-design-foundations
Use when designing or auditing visual craft: color palette, typography, spacing, elevation, rhythm, density, visual hierarchy, brand fit, contrast intent, and motion feel. Do NOT use for sign-system meaning (use `semiotics`), token/component architecture (use `design-system-architecture`), responsive structure (use `layout-composition`), or accessibility compliance (use `a11y`).
7project-knowledge-extraction
Use when extracting durable project knowledge from code, docs, issues, incidents, reports, screenshots, or conversations into reusable context such as skills, ADRs, glossaries, context docs, or memory. Do NOT use for writing a new skill contract (use `skill-scaffold`), maintaining library tooling (use `skill-infrastructure`), or generic documentation polish (use `documentation`).
6problem-framing
Use when a team is converging on solutions before agreeing on the problem, when a brief reads as a feature request, when symptoms and root needs are tangled, or when assumptions need surfacing before design work proceeds. Do NOT use for code-level bug triage, runtime failure diagnosis, or root-cause analysis of system errors — those are engineering investigation tasks, not design problem framing.
6ai-native-development
Use when reasoning about agent autonomy levels, designing auto-improve loops, evaluating AI-generated code quality, or measuring agent productivity in an LLM-assisted codebase. Covers Karpathy's three eras of software (1.0 explicit / 2.0 learned / 3.0 natural-language), the vibe-coding-vs-agentic-engineering distinction, the 0–5 autonomy slider with task-type recommendations, the one-asset / one-metric / one-time-box AutoResearch loop, Software 3.0 productivity metrics, and the documented quality regressions of ungated AI-generated code (the 'vibe hangover'). Do NOT use for choosing a specific autonomy-loop topology (use `agent-engineering`), for the per-prompt authoring discipline (use `prompt-craft`), or for reviewing the AI-generated code that comes out of a Software 3.0 workflow (use `code-review`).
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