TRIZ - Games
Introduction
I have used my Readwise (https://readwise.io) highlights to create a set of Games that can bring the experience of TRIZ Principles into the classroom. These games are designed to be engaging and educational, allowing participants to explore TRIZ concepts in a hands-on manner. They lean on my highlights about forms enabling creativity and clear goals in play (forms as engines of creativity, clear goals each step), and use head-fake learning via games (indirect learning).
GAME 1: Resource Hunt Sprint
Goal: Train eyes for available resources (fields, substances, structures, time, space).
Round 1:
- Give a simple
Objectsystem and a harm, preferably a picture.: (e.g., paper airplane: wing angle, weight, nose stiffness; or a website button: size, color, copy). - Teams list all internal/external resources in 3 minutes, then propose which of the resources listed are
controllableoruncontrollable.
Why: Reinforces fundamentals before “fancy stuff” get fundamentals down and encourages breadth first produce many ideas, many different ideas.
Output: Put the Resources down in an Ishikawa Diagram.
Round 2: Repeat with a more complex Situation
GAME 2: Turn the Knobs (Contradiction Discovery)
Goal: To surface a TRIZ adminstrative/technical/physical contradiction by “turning the knobs,” stating it accurately via rapid A/B experiments using DOE basics.
Setup:
- Pick the simple
Objectsystem with tunable “knobs” / resources that arecontrollable - Define two outcome metrics/situations that tend to move in opposite directions when knobs are changed (e.g., speed vs. stability; conversion vs. time-on-page).
Round 1:
- Teams vary one knob at a time across extremes (turn-to-max-and-min). Observe how Metric A improves while Metric B degrades, forcing a TRIZ-style contradiction statement: “We need X high and X low simultaneously.”
- Quick A/B test design with goal/metric (A/B to optimize).
- DOE mini: vary 2 factors at low/high (2^2), measure outcome (factorials; DOE principles).
- Confounding variable, if found, can lead to TRIZ Physical Contradiction
- The note linking confounders to a “Physical Contradiction in TRIZ” fits well here (Art of Statistics).
- This mirrors how confounders and splits can reverse associations, as in the note on contradictions and Simpson’s paradox.
- Teams articulate the contradiction clearly.
- Obtain a max of 3 Contradictions.
Round 2: Repeat with a more complex Situation
GAME 3: Contradiction Duel / Auction (Engineering contradictions)
Cards:
A. TRIZ Parameter Cards (49 parameters (print multiple)) B. Contradiction Prompts
- Improve X but worsens Y. Name X, Y in your problem.
- Physical contradiction: need hot and cold; large and small; fast and slow. Identify your pair.
- Hidden confounder: two metrics move together because of Z. Find Z (confounding insight). A confounding parameter is often like a TRIZ Physical Contradiction.(PC)
- Each Team gets randomly picked 4 Cards containing TRIZ Parameters.
- Each team proposes two Technical Contradictions (A vs. B) that embody the Contradiction, using these 4 Parameters.
- Each Team has to make the metaphors apparent to others.
- The
most surprisingTechnical Contradiction wins the auction! - Bonus for finding the Confounding Factor Z!
GAME 4: TRIZ 40 Principles Sprint
Cards to print (front = Title; back = Prompt)
A: Inventive Principles
- Segmentation
- Back: Break object/process into parts. Name 3 useful splits.
- Taking out
- Back: Remove a problematic component. What value remains?
- Local quality
- Back: Make one area different. Where should properties vary?
- Asymmetry
- Back: Introduce intentional imbalance. What improves?
- Merging
- Back: Combine functions/components. What becomes redundant?
- Universality
- Back: One part, many jobs. Which part can do 2+ roles?
- Nested doll
- Back: Place inside another. What protection or leverage arises?
- Anti-weight
- Back: Counterbalance or buoyancy. What cancels load?
- Preliminary action
- Back: Do work in advance. What can be pre-staged?
- Preliminary anti-action
- Back: Pre-empt harm. How to neutralize before it occurs?
- Cushion in advance
- Back: Add buffers. What fails safely?
- Equipotentiality
- Back: Keep level potentials. Where to remove gradients?
- The other way round
- Back: Invert roles/flows. What benefit appears
- Spheroidality
- Back: Prefer curves/rotation. What moves smoother?
- Dynamics
- Back: Make adjustable. What parameter should vary?
- Partial/excessive actions
- Back: Do a bit more/less. What threshold flips outcome?
- Another dimension
- Back: Add direction/layer/time. What unlocks?
- Mechanical vibration
- Back: Oscillate/pulse. What becomes easier?
- Periodic action
- Back: Intermittent instead of continuous. What saves energy?
- Continuity of useful action
- Back: Keep value flowing. Where are idle gaps?
- Rushing through
- Back: Pass quickly to avoid issues. What to blitz?
- Blessing in disguise
- Back: Use a harm as resource. How to repurpose the “waste”?
- Feedback
- Back: Add fast feedback. What to sense and adjust?
- Intermediary
- Back: Add a mediator. Who/what bridges incompatibilities?
- Self-service
- Back: Let system maintain itself. What can self-clean/tune?
- Copying
- Back: Use a cheap replica. Where is a “digital twin” enough?
- Cheap short life
- Back: Disposable beats durable. Where is throwaway better?
- Mechanics substitution
- Back: Replace with fields/chemistry. What to dematerialize?
- Pneumatics/hydraulics
- Back: Use fluids. What benefits from compliance?
- Flexible shells/films
- Back: Thin layers. What wraps/seals/adapts?
- Porous materials
- Back: Add pores. What filters/cools/lightens?
- Color changes
- Back: Encode with color. What visibility alerts?
- Homogeneity
- Back: Same materials interact better. What to unify?
- Discarding and recovering
- Back: Throw away or reclaim. What to detach?
- Parameter changes
- Back: Tune size/temp/speed. Which single knob matters most?
- Phase transitions
- Back: Exploit state change. What thresholds help?
- Thermal expansion
- Back: Use expansion. What could self-actuate?
- Strong oxidants
- Back: Use active environments. What accelerates?
- Inert environment
- Back: Prevent reactions. Where to isolate?
- Composite materials
- Back: Combine materials. What hybrid wins?
One-page rules:
- Players: 3–6. Time: 20–30 min.
- Setup: Each team gets two challenges from the previous round.
- Play: 3 rounds x 5 minutes. Draw 3 Principle cards per round. Generate at least 1 idea per card for each challenge.
- Scoring: Each round, teams star their best idea; swap with neighbors for peer “field” validation per my creativity notes (gatekeepers/field). Peers award 0–2 points for novelty/usefulness. Use
Fluency,Flexibility,Elaboration. Highest total wins. - Debrief: Note surprises and how you surprised others (surprise diaries).
Round 1: A/B to Probe the Space
- Split Teams into 2: Randomize who tests A or B first; collect outcomes quickly.
- Multiple teams can work on A and on B respectively for replication. This mirrors web A/B practices with rapid iteration and large-N sensitivity in principle (A/B testing overview) and uses DOE fundamentals like
randomizationandreplication(DOE principles).
Facilitation tips:
- Force crisp hypotheses before testing to avoid post hoc stories, aligning with conjectures-and-refutations discipline (Popper via Taleb).
- Keep tests short, playful, and disciplined—creativity plus rigor (playfulness and discipline).
- Encourage phrasing alternatives as questions to reduce defensiveness during design debates (phrase alternatives as questions).
GAME 3: 20Q to Random Forests for TRIZ Patterns
Cards
Target Deck: 20 common product/service problems (e.g., “Fragile device in transit,” “Slow onboarding”).
Question Cards (blank): Players write yes/no questions that partition possibilities, inspired by TRIZ categories (materials, time, control, intermediaries, separation).
-
Insight Cards:
- “Change dimension”
- “Intermediary”
- “Preliminary action”
- “Self-service”
- “Parameter change” (each nudges question design)
Rules
- Players: 3–6. Time: 20 min.
- One chooser draws a Target, others ask up to 20 yes/no questions to identify the problem type. After reveal, each player proposes 1 TRIZ-inspired fix from their Insight card. Link to my 20Q-as-decision-tree highlight (20Q ~ decision trees).
- Score: Guessing team 1 point for identify; +1 if at least one fix earns peer upvote for feasibility.
- Debrief patterns found across rounds.
GAME 5: Blessing-in-Disguise Hack
Cards:
“Waste” Deck: latency, heat, noise, byproduct, queue, scrap, error logs, failed sessions.
Converts Deck:
- Energy harvesting
- Signaling/telemetry
- Secondary market
- Catalyst/seed
- User delight
- Training data
Rules:
- Draw 1 Waste + 2 Converts; pitch how the harm becomes resource (blessing in disguise). 2-minute turns; peers vote novelty/usefulness.
Printing layout tips
- Card size: 3.5 x 2.5 in (Poker) or 2.75 x 4.25 in (bridge). 8 per page fits Letter/A4. Use duplex short-edge flip.
- Color codes by set for easy sorting; keep plain-style text for teaching clarity (plain style for teaching).
- Add “round goals” on card bottoms for clear stepwise flow (clear goals).
