#86Chapter 6: Group Creative Option Generation• Group Creative OptionsStructured, converging and cyclical (Cyclic Integration) ThinkingIndividual and group Mode90-150 Minutes(time-consuming)

NHK Method

From the book "Advanced Problem-Solving Toolbox: 115 Creative Plays" | Compiled & Edited by: Mojtaba Goudarzi, Open translation: Mehrshid Goudarzi
Executive Synopsis & Core Logic:

creativity technique invented by Hiroshi Takahashi on Japanese national television; Writing 5 initial ideas on cards by each member and then cyclically and continuously combining ideas like a blender to generate comprehensive concepts.

Operational Parameters & Specifications

Category
Group Creative Options
Dominant Thinking
Structured, converging and cyclical (Cyclic Integration)
Participation
Individual and group
Estimated Timetime-consuming
90-150 Minutes
Workshop
Input Format
codified problem statement, 5 separate idea cards for each participant
Output Format
idea generation and integrated concept packages
Key Application
TV program design and content production, multi-module application development, solving complex social problems and innovation workshops.
Core Differentiator:

Using the mandatory rule of "5 ideas per person" with successive cycles of combining and merging cards to create big concepts, instead of linear collection of scattered ideas.

Quick Field Example:

The NHK-style teen health app production team transforms sports gamification cards, diet, group challenges, and sleep tracker into an integrated interactive game with integration cycles.

Operational Benefits & Implementation Risks

Advantages & Value Creation:

100% participation of all members with 5-card format, transforming raw and one-dimensional ideas into mature and multi-dimensional concepts, creating a deep sense of group belonging.

Risks & Potential Trade-offs:

Time-consuming cycles of merging and sorting cards, requiring mastery of the facilitator to avoid omitting valuable side ideas.

Real-World Organizational & Industry Scenarios

Media and Filmmaking Industries: Ideation of television programs and entertainment scenarios appealing to the younger generation.
Development of digital health products: combining exercise, nutrition and mental health components into a comprehensive youth platform.
Designing charity services and NGOs: integration of empowerment, employment and assistance solutions in a comprehensive relief package.

Strategic Rationale & Why to Apply

1Rule of 5 ideas gives positive pressure: each member is forced to explore at least 5 different angles of the problem.
2Blender Effect: No idea is complete on its own; The magic of innovation is the combination of 5 cards from 5 different people.
3Elimination of Sole Proprietorship: Cards are combined in the batch cycle and all members consider themselves shareholders of the entire scheme.
4Transform features into platforms: The output product is not just a simple feature, but a complete and functional ecosystem.

Conceptual Framework & Book Method Description

The NHK Method was invented by Hiroshi Takahashi at the National Broadcasting Corporation of Japan (NHK). In this method, first each participant writes 5 independent ideas for the challenge on 5 cards. Then the cards are read and thrown on the table. In subsequent cyclical phases, the group merges the cards like a think tank, creates new conceptual categories, rewrites ideas, and finally extracts rich macro concepts.

Step-by-Step Real-World Implementation Scenario

Designing a mobile application for a healthy lifestyle for teenagers in the NHK way
1
Step 1: Independent writing of 5 cards for each member4 team members (sports coach, psychologist, game maker and nutritionist) each wrote 5 independent cards (20 idea cards in total).
2
Step 2: Put the cards in the blender and read them togetherThe cards were read aloud: playful challenges, virtual class, sleep tracker, healthy fast food recipes, team scoring, peer support and...
3
Step 3: integration cycles and conceptual categorizationThe team combined nutrition cards and gamification: 'Healthy cooking mission by taking pictures and getting points' game'.
4
Step 4: Enriching concepts and combining psychology cardsMental health cards were paired with sports challenges: 'Challenge to reduce exam stress by group walking with friends'.
5
Step 5: Consolidation into an integrated platform conceptThe output was developed into an app called 'Health Hero', which linked RPG gameplay with real-life food and movement habits.

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