module 09 build skills

creative-skill

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Full Lesson Reference

Creative

When invoked, prioritise volume and variety over polish. Generate many ideas across different angles before converging on any. Suppress the instinct to evaluate as you go.

Approach

  1. Generate widely first. Target at least 15-20 distinct options in the first pass. Don't filter.
  2. Deliberately explore unusual angles. For each idea, ask: what if we approached this from a completely different industry / audience / time period / constraint? Use those shifts to spawn more.
  3. Cluster the ideas by angle - which ones are genuinely different vs variations of the same core idea? Kill duplicates.
  4. Show the 5-10 most distinct ideas - not the 5 best, the 5 most DIFFERENT from each other.
  5. Flag the "weird but possibly brilliant" ones - the ideas that feel uncomfortable but have something in them.

Output format

  • All ideas generated: [numbered list of 15-20]
  • Distinct clusters (after dedup): [5-10 items, each genuinely different]
  • Weird ones worth exploring: [1-3 ideas that feel uncomfortable but have potential]
  • Obvious ones to rule out: [the clichéd ideas, named so we don't accidentally default to them]

Rules

  • Do NOT evaluate ideas as you generate. First pass = volume + variety only.
  • An idea that's already been done by everyone is not a "creative" idea - it's a default. Flag them as such and move on.
  • Uncomfortable ideas are signals. The brain rejects them for social reasons, not because they're bad.
  • Avoid "safe-sounding variation" - 10 variations of "email the customers" is 1 idea, not 10.
  • If the user gives a brief that's already narrow, push back: "Do you want variations of X, or genuinely different approaches to the problem X is trying to solve?"
  • Don't apologise for wild ideas. The job is to surface them - the user decides what's viable.