Preparation
- Choose what will be explored with SCAMPER: a workshop activity, a product, a service, a process, a curriculum, a communication strategy, etc.
- The more specific the focus, the more concrete the generated ideas will be.
- Write the 7 letters with their meaning on separate cards or on a poster visible to everyone.
- Add 2-3 trigger questions under each letter to facilitate idea generation.
- Sticky notes, paper, or a whiteboard to capture ideas as they emerge.
Step-by-step instructions
Presenting the method (5 min)
- The facilitator explains the SCAMPER acronym and its logic: not inventing from scratch, but transforming what already exists.
- Presents the session focus: "Today we'll use SCAMPER to explore new ways of doing [X]."
Exploration by letter (20-40 min)
- Go through each letter, one at a time, or have subgroups work different letters in parallel.
- For each letter, read the trigger questions and give 3-5 minutes for each person (or subgroup) to generate ideas without filtering.
- Capture all ideas on sticky notes or a shared space, without evaluating or discarding yet.
Share and select (10-15 min)
- Each subgroup shares its ideas with the plenary.
- The group identifies the most promising ideas: Which are most innovative? Which are most feasible? Which open possibilities that had not been considered?
Deepening (10 min)
- Selected ideas are developed further: How would this idea be implemented? What resources would it need? Who could do it?
Closing and commitments
- Which idea or ideas do we move forward with? Who takes responsibility for exploring them further?
Materials
Practical recommendations
Not all 7 letters need to be covered in a single session: choosing 3-4 most relevant to the challenge is enough to generate valuable ideas.
Reinforce the no-evaluation rule during generation: the "craziest" ideas often open paths that obvious ones cannot see.
If the group gets stuck on a letter, skip to the next and return: moving between prompts activates new connections.
SCAMPER works very well as a creative warm-up before a deeper design session.
In educational contexts: apply it so students themselves redesign how they learn, are assessed, or organize themselves.
Document everything: discarded ideas today may be exactly what the group needs at another moment.
Inspiration
- S – Substitute: What component, person, material, or step could be replaced by another? What would happen if we used a different resource?
- C – Combine: What ideas, activities, or elements could be merged? What would happen if we joined two things we had never put together?
- A – Adapt: What is someone doing well in another context that we could bring here? How would this methodology look if applied in a completely different setting?
- M – Modify/Magnify/Minify: What would happen if we made it 10 times bigger? And 10 times smaller? What would change if we sped up the process or slowed it down?
- P – Put to other uses: What else could this be used for that we had not thought of? What different contexts could benefit from this idea?
- E – Eliminate: What could we remove without losing value? What is the minimum needed for this to work?
- R – Rearrange/Reverse: What would happen if we reversed the order of steps? What if we started from the end? What emerges if we look at this backwards?
- Individual SCAMPER: Each person works alone before sharing in the group, to avoid groupthink.
- Rotation SCAMPER: Different groups work different letters and then share results.
- Speed SCAMPER: 1 minute per letter, non-stop, to force lateral thinking.
- SCAMPER applied to methodologies: Use SCAMPER to redesign a familiar activity and generate new variants.
Consulted sources
- Eberle, B. (1971). SCAMPER: Games for Imagination Development. DOK Publishers.
- Osborn, A. F. (1953). Applied Imagination: Principles and Procedures of Creative Problem-Solving. Scribner.
- Michalko, M. (2006). Thinkertoys: A Handbook of Creative-Thinking Techniques (2nd ed.). Ten Speed Press.





