Creative Workouts

26 short exercises to practise generating, connecting, shifting, challenging, and developing ideas.

by
Alex Eisenchteter
Alex EisenchteterFounder of I Love Cards

About

Creative Workouts
Short exercises to stretch how you generate, connect, shift, challenge, and develop ideas.
Creative WorkoutsShort exercises to stretch how you generate, connect, shift, challenge, and develop ideas.

This deck contains 26 short creative exercises, organised in five categories: Generate, Connect, Shift, Challenge, and Develop.

Each card is a two-phase workout. The front starts the exercise and tells you when to flip. The back changes, deepens, or redirects your thinking, and ends with one final move.

Use the cards alone or in small groups, with any topic or challenge you bring. No preparation needed: pick a card, read the front, and start.

Generate

Practise producing ideas before judging them.

  • Keep going after the easy answers
  • Look for different kinds of answers
  • Give unexpected ideas time to appear
GeneratePush beyond the first obvious answers and produce more possibilities.

Practise producing ideas before judging them.

  • Keep going after the easy answers
  • Look for different kinds of answers
  • Give unexpected ideas time to appear
Generate
Generate
Alternative UsesDiscover new possibilities inside an ordinary everyday object.
  1. 1.Choose an object near you.
  2. 2.Find eight uses beyond its intended purpose.
  3. 3.Keep each use meaningfully different.
Flip when you reach eight.
01
Generate
Alternative UsesForget its name - Phase 2/2
  1. 1.Ignore what the object is normally called.
  2. 2.Focus on its shape, material, texture, or movement.
  3. 3.Find three more uses.
Keep the use that changed how you saw the object.
01
Generate
Thirty CirclesTransform identical shapes into as many different things as possible.
  1. 1.Start with a page containing thirty circles.
  2. 2.Turn each circle into something recognisable.
  3. 3.Work quickly without polishing your drawings.
Flip when the time is up.
02
Generate
Thirty CirclesBreak the pattern - Phase 2/2
  1. 1.Group your drawings into categories.
  2. 2.Find the category you repeated most.
  3. 3.Transform three repeated drawings into new categories.
Count your different categories, not only your drawings.
02
Generate
Twenty AnswersContinue generating after the easy answers have disappeared.
  1. 1.Write one open question.
  2. 2.Generate twenty different answers.
  3. 3.Do not judge, explain, or improve them yet.
Flip when you reach twenty.
03
Generate
Twenty AnswersGo past obvious - Phase 2/2
  1. 1.Cross out your first five answers.
  2. 2.Use the remaining answers to inspire five more.
  3. 3.Make each new answer less predictable.
Keep the answer that could not have appeared first.
03
Generate
Category JumpingProduce variety by forcing each idea into a new category.

Generate one idea from each category:

  1. 1.People
  2. 2.Places
  3. 3.Objects
  4. 4.Services
  5. 5.Rules

Add one category of your own.

Flip after six categories.
04
Generate
Category JumpingJump farther - Phase 2/2
  1. 1.Choose the category that felt most difficult.
  2. 2.Invent three unusual subcategories inside it.
  3. 3.Generate one idea from each.
Keep the idea from your least comfortable category.
04

Connect

Use unexpected associations as raw material.

  • Bring together unrelated subjects
  • Explore connections before looking for solutions
  • Follow the least obvious association
ConnectCreate something new by linking ideas that normally stay apart.

Use unexpected associations as raw material.

  • Bring together unrelated subjects
  • Explore connections before looking for solutions
  • Follow the least obvious association
Connect
Connect
Random WordLet an accidental word take your thinking somewhere unexpected.
  1. 1.Choose a topic or challenge.
  2. 2.Open a book at a random page.
  3. 3.Point to a word without looking.

Use the nearest noun, verb, or adjective.

Flip when you have your word.
05
Connect
Random WordMake the connection - Phase 2/2
  1. 1.List five associations with the word.
  2. 2.Connect each association to your topic.
  3. 3.Turn one connection into an idea.
Use the association that initially seemed least relevant.
05
Connect
Random ImageTransfer details from an unrelated image into your own subject.
  1. 1.Choose a topic or challenge.
  2. 2.Select a random photograph.
  3. 3.Note three visible details and one feeling.
Flip after four observations.
06
Connect
Random ImageTransfer the image - Phase 2/2
  1. 1.Connect each observation to your topic.
  2. 2.Generate one possibility from each connection.
  3. 3.Avoid copying the image literally.
Keep the most surprising transfer.
06
Connect
Mash Up Two WorldsCombine two unrelated experiences to create a new one.
  1. 1.Choose an experience you want to improve.
  2. 2.Choose an unrelated world.
  3. 3.List four defining elements of each.

Possible worlds include a circus, airport, museum, or kitchen.

Flip when both lists are ready.
07
Connect
Mash Up Two WorldsMix them - Phase 2/2
  1. 1.Pair one element from each list.
  2. 2.Create at least six different combinations.
  3. 3.Turn two combinations into concepts.
Keep the combination that feels strange and useful.
07
Connect
Borrow from ElsewhereTransfer a useful principle from a completely different industry.
  1. 1.Choose a challenge.
  2. 2.Pick a distant industry.
  3. 3.List three things that industry does particularly well.
Flip after three practices.
08
Connect
Borrow from ElsewhereTranslate, do not copy - Phase 2/2
  1. 1.Identify the principle behind each practice.
  2. 2.Adapt each principle to your challenge.
  3. 3.Create one concrete application.
Keep the idea that feels unusual in your field.
08
Connect
Nature KnowsBorrow a useful strategy from plants, animals, or ecosystems.
  1. 1.Choose a function or challenge.
  2. 2.Select a natural system.
  3. 3.Notice how it handles movement, protection, growth, or coordination.
Flip after four observations.
09
Connect
Nature KnowsBorrow the principle - Phase 2/2
  1. 1.Turn your observations into general principles.
  2. 2.Apply two principles to your challenge.
  3. 3.Sketch or describe one resulting idea.
Keep the idea that preserves nature's underlying logic.
09
Connect
Metaphor MachineUse metaphors to reveal new ways of seeing a subject.

Complete this sentence five times:

This topic is like a...

Choose metaphors from different worlds.

Flip after five metaphors.
10
Connect
Metaphor MachineFollow one metaphor - Phase 2/2
  1. 1.Choose the least obvious metaphor.
  2. 2.Explore what it suggests about roles, movement, tension, or change.
  3. 3.Turn two observations into ideas.
Rewrite your topic through the chosen metaphor.
10

Shift

Look at the same subject through a different lens.

  • Change one important dimension
  • Notice what becomes possible
  • Bring useful discoveries back to reality
ShiftChange the perspective, scale, setting, senses, or form.

Look at the same subject through a different lens.

  • Change one important dimension
  • Notice what becomes possible
  • Bring useful discoveries back to reality
Shift
Shift
Change the UserRedesign something for a radically different kind of person.
  1. 1.Choose a product, service, or experience.
  2. 2.Select an unusual user.
  3. 3.Identify three needs or constraints they have.
Flip when the user is clear.
11
Shift
Change the UserDesign from their side - Phase 2/2
  1. 1.Remove assumptions based on the usual user.
  2. 2.Create three changes for your new user.
  3. 3.Make one change useful for everyone.
Keep the improvement created by the unusual user.
11
Shift
Change the ScaleDiscover new possibilities by making something radically bigger or smaller.
  1. 1.Choose something familiar.
  2. 2.Imagine it ten times bigger.
  3. 3.Imagine it ten times smaller.

Notice what changes in use, cost, speed, or visibility.

Flip after exploring both extremes.
12
Shift
Change the ScaleReturn to reality - Phase 2/2
  1. 1.Choose one useful effect from each extreme.
  2. 2.Reduce each effect to a realistic feature.
  3. 3.Combine the two features.
Keep the idea that needed an extreme to appear.
12
Shift
Change the SettingMove an ordinary experience into a completely different environment.
  1. 1.Choose an experience.
  2. 2.Move it to an unusual place.
  3. 3.List the constraints and opportunities created by that setting.
Flip after four observations.
13
Shift
Change the SettingBring something back - Phase 2/2
  1. 1.Choose one new constraint.
  2. 2.Turn it into an advantage.
  3. 3.Apply that advantage to the original setting.
Keep the transfer that improves the ordinary experience.
13
Shift
Five SensesExplore an experience through senses that are usually ignored.

Describe an experience through:

  1. 1.Sight
  2. 2.Sound
  3. 3.Touch
  4. 4.Smell
  5. 5.Taste

Circle the two senses receiving the least attention.

Flip after exploring all five.
14
Shift
Five SensesDesign with the missing senses - Phase 2/2
  1. 1.Create one idea for each circled sense.
  2. 2.Combine the two ideas.
  3. 3.Describe the moment someone notices the change.
Keep the idea that changes the experience without explanation.
14
Shift
Change the MediumTransform a familiar subject into a completely different form.

Turn your subject into one of these:

  • A game
  • A ritual
  • A story
  • A performance
  • A physical space

Choose the medium that feels least natural.

Flip when you have chosen.
15
Shift
Change the MediumRespect the medium - Phase 2/2
  1. 1.Identify the rules of your new medium.
  2. 2.Rebuild the subject using those rules.
  3. 3.Create one concrete example.
Keep the feature that was impossible in the original form.
15

Challenge

Question what appears fixed or necessary.

  • Name the obvious rules
  • Reverse, remove, or forbid something
  • Turn the disruption into a useful idea
ChallengeBreak assumptions, remove rules, and disrupt habitual thinking.

Question what appears fixed or necessary.

  • Name the obvious rules
  • Reverse, remove, or forbid something
  • Turn the disruption into a useful idea
Challenge
Challenge
Reverse the ProblemGenerate solutions by first discovering how to make things worse.
  1. 1.Write your challenge as a question.
  2. 2.Reverse it: "How could I make this worse?"
  3. 3.Generate six answers.
Flip after six bad answers.
16
Challenge
Reverse the ProblemReverse it again - Phase 2/2
  1. 1.Take each bad answer.
  2. 2.Turn it into a helpful principle.
  3. 3.Transform two principles into possible solutions.
Keep the solution with the strongest link to a bad idea.
16
Challenge
Remove the EssentialRebuild something after removing what appears completely indispensable.
  1. 1.Choose a product, service, or process.
  2. 2.Name its most essential element.
  3. 3.Imagine that element disappears completely.
Flip when you accept the loss.
17
Challenge
Remove the EssentialRebuild without it - Phase 2/2
  1. 1.List what still needs to happen.
  2. 2.Invent three possible substitutes.
  3. 3.Combine two substitutes into a new version.
Keep the version that reveals what was never essential.
17
Challenge
Ban the ObviousRemove predictable answers before beginning the real search.
  1. 1.Choose a challenge.
  2. 2.List the five most obvious solutions.
  3. 3.Ban all five from the next round.
Flip when the ban list is complete.
18
Challenge
Ban the ObviousWork around the ban - Phase 2/2
  1. 1.Generate six new solutions.
  2. 2.Reject disguised versions of the banned answers.
  3. 3.Combine two remaining possibilities.
Keep the idea made possible by closing the obvious route.
18
Challenge
Impossible ConstraintUse an extreme limitation to force a different approach.
  1. 1.Choose a task or challenge.
  2. 2.Add one impossible constraint.
  3. 3.Generate three responses.

Examples: no money, no words, one minute, one person.

Flip after three responses.
19
Challenge
Impossible ConstraintSoften the constraint - Phase 2/2
  1. 1.Identify the principle behind each response.
  2. 2.Remove the impossible condition.
  3. 3.Keep the principle and create a workable version.
Keep the idea with the strongest trace of the constraint.
19
Challenge
Question AssumptionsFind the hidden rules shaping a familiar situation.

List five statements beginning with:

It has to...

Mark the assumption that feels most unquestionable.

Flip after choosing one assumption.
20
Challenge
Question AssumptionsMake it false - Phase 2/2
  1. 1.Rewrite the assumption as its opposite.
  2. 2.Imagine the opposite is completely normal.
  3. 3.Generate three possibilities inside that world.
Keep the possibility that could still work in reality.
20
Challenge
Bad Ideas FirstUse deliberately poor ideas to uncover unexpected useful elements.
  1. 1.Choose a challenge.
  2. 2.Generate eight deliberately bad ideas.
  3. 3.Make them varied, not merely silly.
Flip after eight bad ideas.
21
Challenge
Bad Ideas FirstSteal the good parts - Phase 2/2
  1. 1.Underline one useful fragment in each idea.
  2. 2.Combine two promising fragments.
  3. 3.Turn the combination into a plausible idea.
Keep the idea with the most surprising origin.
21

Develop

Give an early idea enough detail to explore it.

  • Add missing information
  • Create contrasting versions
  • Make the idea visible or testable
DevelopTurn a rough idea into something richer, clearer, and tangible.

Give an early idea enough detail to explore it.

  • Add missing information
  • Create contrasting versions
  • Make the idea visible or testable
Develop
Develop
Add Five DetailsTurn a vague idea into something easier to imagine.
  1. 1.Choose a rough idea.
  2. 2.Describe it in one sentence.
  3. 3.Identify five missing details: user, place, moment, action, and result.
Flip after naming the five gaps.
22
Develop
Add Five DetailsMake it real - Phase 2/2
  1. 1.Answer each missing detail.
  2. 2.Add one sensory detail.
  3. 3.Rewrite the idea in three sentences.
Keep the detail that most changed the idea.
22
Develop
Three VariationsStretch one idea in three deliberately different directions.
  1. 1.Choose an idea.
  2. 2.Write its essential principle.
  3. 3.Remove any unnecessary detail.
Flip when it fits one sentence.
23
Develop
Three VariationsStretch it - Phase 2/2

Create three versions:

  1. 1.The safest version
  2. 2.The most ambitious version
  3. 3.The strangest workable version
Build a fourth version using one element from each.
23
Develop
Combine Weak IdeasCreate something stronger from two ideas you would normally discard.
  1. 1.Choose two weak ideas.
  2. 2.Name one useful element in each.
  3. 3.Identify why each idea is weak.
Flip after examining both ideas.
24
Develop
Combine Weak IdeasBuild the hybrid - Phase 2/2
  1. 1.Combine the two useful elements.
  2. 2.Use one weakness to compensate for the other.
  3. 3.Describe the new concept in one sentence.
Keep the hybrid only if it improves both original ideas.
24
Develop
Storyboard ItTurn an abstract idea into a sequence of visible moments.

Divide the experience into:

  1. 1.Beginning
  2. 2.Middle
  3. 3.End

Sketch or describe one moment for each stage.

Flip after creating three moments.
25
Develop
Storyboard ItAdd a turning point - Phase 2/2
  1. 1.Insert a surprise, obstacle, or decision.
  2. 2.Show how the user reacts.
  3. 3.Revise the ending.
Keep the turning point that makes the idea clearer.
25
Develop
Ten-Minute PrototypeBuild the simplest version that makes an idea understandable.
  1. 1.Choose an idea that needs to be experienced.
  2. 2.Select a format: sketch, mock-up, model, or role-play.
  3. 3.Build for ten minutes.
Flip when the ten minutes end.
26
Develop
Ten-Minute PrototypeTest one thing - Phase 2/2
  1. 1.Write one question the prototype should answer.
  2. 2.Show it to someone or simulate its use.
  3. 3.Capture one observation and one possible change.
Change only one thing before creating the next version.
26

Deck created by

Alex Eisenchteter

Founder of I Love Cards

Hey everyone. I'm the founder of this site. Hope you love it!
Alex Eisenchteter avatar