hermes-agent/optional-skills/creative/creative-ideation/references/methods/volume-generation.md
SHL0MS d799284b15
feat(optional-skills/creative-ideation): expand to v2.1.0 method library (#42402)
The optional-skills copy was still the v1.0.0 constraint-dispatch skill
(SKILL.md + full-prompt-library.md only). This brings it up to the current
tool: a situation-routed library of 22 named ideation methods drawn from
working artists, scientists, designers, and writers.

SKILL.md becomes a 4-step router (extract PHASE/DOMAIN/SPECIFICITY signals
→ apply overrides → route phase-then-domain → resolve ambiguity), with
anti-slop operating rules and an anti-default check.

Adds:
- 22 method files under references/methods/ — oblique-strategies (Eno/Schmidt),
  oulipo, scamper, lateral-provocations (de Bono), triz (Altshuller),
  leverage-points (Meadows), pattern-languages (Alexander), compression-progress
  (Schmidhuber), analogy-and-blending, pataphysics, first-principles, polya,
  biomimicry, volume-generation, creative-discipline, premortem-and-inversion,
  defamiliarization, derive-and-mapping, affinity-diagrams, jobs-to-be-done,
  story-skeletons, chance-and-remix. Each: when/when-not, the actual
  cards/principles/operators, a procedure, a worked example, anti-slop notes.
- references/method-catalog.md (index + when-to-use), heuristics.md (extended
  decision tree), anti-slop.md (rules applied to every output), exercises.md
  (time-boxed exercises).
- full-prompt-library.md restructured into domain-affinity sections (general /
  software / physical / social / lists) so the no-direction default isn't
  developer-biased.

Frontmatter: name aligned to directory slug (creative-ideation, folding in
the fix from #18084); version 2.0.0→2.1.0; platforms field preserved.

Original wttdotm-derived constraint dispatch is kept as the default path.
Supersedes #19295 (which targeted the pre-move skills/ path).

Co-authored-by: SHL0MS <SHL0MS@users.noreply.github.com>
2026-06-19 15:40:02 -07:00

3.8 KiB
Raw Blame History

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 YoungA 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 13 strongest panels.
  6. Group share.

The first 45 panels are usually slop; the last 34 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 48 Brainwriting 6-3-5
1 hour Group Brainwriting + 30 min affinity diagram
1 day Solo Young stages 13
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 13 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).