# Volume Generation Three traditions for producing many ideas fast: - **Crazy 8s** — Google Ventures Sprint method. Codified in *Sprint* (Knapp et al., 2016). - **Brainwriting 6-3-5** — Bernd Rohrbach, 1968. German design-method literature. - **James Webb Young** — *A Technique for Producing Ideas* (1940). 60-page book; canonical advertising-copywriter manual. ## When to use - Time pressure with a generative goal - Group ideation (brainwriting reliably outperforms verbal brainstorming) - Quantity-before-quality phase - You need to produce many to find the few good ones ## Don't use when - You don't have material yet (Young's stage 1: gather first) - The right answer is rare and you'll know it when you see it (volume can paradoxically miss it) - Solo with no time pressure (use deliberative methods instead) ## Crazy 8s 1. Fold a sheet into 8 panels (or use a printed grid). 2. Set a timer for **8 minutes**. 3. Sketch one idea per panel — eight ideas, one minute each. 4. Sketch, don't write. Visual format forces concretization. 5. After timer: pick 1–3 strongest panels. 6. Group share. The first 4–5 panels are usually slop; the last 3–4 are where surprises live (the easy ideas have been exhausted). ## Brainwriting 6-3-5 Outperforms verbal brainstorming consistently in academic creativity research (Diehl & Stroebe, 1987 + many replications). Verbal brainstorming has well-documented production blocking, evaluation apprehension, and social loafing. Brainwriting eliminates all three. 1. **6 participants**, each with a sheet. 2. Each writes **3 ideas** in **5 minutes**, in a row at the top. 3. Papers rotate. Each participant now sees the previous 3 ideas; writes 3 *new* ones — building or fresh. 4. Repeat until each sheet has been seen by all 6. 5. Result: 6 × 6 × 3 = 108 ideas in 30 minutes. ## James Webb Young — 5 stages Honest about the *temporal* structure of idea formation. Most methods assume ideas come on demand; Young's account is that they often don't, and the work is upstream. 1. **Gather material.** Specific *and* general material. Most idea-generators fail here. *"Just one more idea about the product, just one more bit of factual material — many a time these have made all the difference."* 2. **Mentally digest.** Turn the material over. Make tentative partial connections. Don't reach for a final idea. 3. **Drop it.** Stop working. Sleep, walk, watch a movie. The unconscious works on it. 4. **The idea arrives.** Often during a shower or walk. *"It will come to you when you are least expecting it."* 5. **Shape and develop.** The arriving idea is half-formed. Subject it to actual scrutiny. The drop stage is non-negotiable. Compressing it back into 1→2→4 produces incomplete ideas. ## When to use which | Time available | Group size | Use | |---|---|---| | 8 minutes | Solo | Crazy 8s | | 8 minutes | Group | Crazy 8s + share | | 30 minutes | Solo | Crazy 8s + 22 min elaboration | | 30 minutes | Group of 4–8 | Brainwriting 6-3-5 | | 1 hour | Group | Brainwriting + 30 min affinity diagram | | 1 day | Solo | Young stages 1–3 | | 1 week | Solo or small group | Full Young 5 stages | ## Anti-slop notes - **Volume of equal quality is not volume.** Eight panels of identical structure is one idea drawn eight times. Force divergence by applying different generative methods to different panels. - Don't pad to round numbers. If only 5 of the 8 panels produced anything, surface 5. - Surface 1–3 to the user, not all 8 / all 108. - Don't conflate volume with depth. Volume is breadth-first; depth comes later with elaboration methods. - Respect Young's drop stage. Rushing from gather → idea in one session usually fails. Sources: Young, *A Technique for Producing Ideas* (Advertising Publications, 1940); Rohrbach, "Methode 635" (*Absatzwirtschaft* 12, 1968); Knapp et al., *Sprint* (Simon & Schuster, 2016).