TRIZ: A Creative Problem-Solving System
  1. Teaching
  2. TRIZ for Problem Solvers
  3. TRIZ - Games
  • Teaching
    • Basic Ideas in Creativity
      • I am Water
      • I yam What I yam
      • Birds of Different Feathers
      • I Connect therefore I am
      • I Think, Fast and Slow
      • The Art of Parallel Thinking
      • A Year of Metaphoric Thinking
    • TRIZ for Problem Solvers
      • TRIZ - Problems and Contradictions
      • TRIZ - The Unreasonable Effectiveness of Available Resources
      • TRIZ - The Ideal Final Result
      • TRIZ - A Contradictory Language
      • TRIZ - The Contradiction Matrix Workflow
      • TRIZ - At the Movies
      • TRIZ - The Laws of Evolution
      • TRIZ - Substance Field Analysis, and ARIZ
      • TRIZ - Reference Documents
      • TRIZ - Games
      • Reading and Writing Assignments
  • Projects and Writings
    • The TRIZ Chronicles: Lawrence of Arabia
    • The TRIZ Chronicles: a Spotify Ad
    • The TRIZ Chronicles: Banff Wildlife Crossings
    • The TRIZ Chronicles: the O-Wind Turbine
    • The TRIZ Chronicles: the Amsterdam Bubble Barrier

On this page

  • Introduction
    • GAME 1: Resource Hunt Sprint
    • GAME 2: Turn the Knobs (Contradiction Discovery)
    • GAME 3: Contradiction Duel / Auction (Engineering contradictions)
    • GAME 4: TRIZ 40 Principles Sprint
    • GAME 3: 20Q to Random Forests for TRIZ Patterns
    • GAME 5: Blessing-in-Disguise Hack
  1. Teaching
  2. TRIZ for Problem Solvers
  3. TRIZ - Games

TRIZ - Games

Games
Activities
Shireen
Published

November 16, 2025

Modified

December 1, 2025

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:

  1. Give a simple Object system and a harm, preferably a picture.: (e.g., paper airplane: wing angle, weight, nose stiffness; or a website button: size, color, copy).
  2. Teams list all internal/external resources in 3 minutes, then propose which of the resources listed are controllable or uncontrollable.

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 Object system with tunable “knobs” / resources that are controllable
  • 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:

  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.
  2. Teams articulate the contradiction clearly.
  3. 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)
  1. Each Team gets randomly picked 4 Cards containing TRIZ Parameters.
  2. Each team proposes two Technical Contradictions (A vs. B) that embody the Contradiction, using these 4 Parameters.
  3. Each Team has to make the metaphors apparent to others.
  4. The most surprising Technical Contradiction wins the auction!
  5. Bonus for finding the Confounding Factor Z!

GAME 4: TRIZ 40 Principles Sprint

Cards to print (front = Title; back = Prompt)

A: Inventive Principles

  1. ⁠Segmentation
    • ⁠Back: Break object/process into parts. Name 3 useful splits.
  2. ⁠Taking out
    • ⁠Back: Remove a problematic component. What value remains?
  3. ⁠Local quality
    • ⁠Back: Make one area different. Where should properties vary?
  4. ⁠Asymmetry
    • ⁠Back: Introduce intentional imbalance. What improves?
  5. ⁠Merging
    • ⁠Back: Combine functions/components. What becomes redundant?
  6. ⁠Universality
    • ⁠Back: One part, many jobs. Which part can do 2+ roles?
  7. ⁠Nested doll
    • ⁠Back: Place inside another. What protection or leverage arises?
  8. ⁠Anti-weight
    • ⁠Back: Counterbalance or buoyancy. What cancels load?
  9. ⁠Preliminary action
    • ⁠Back: Do work in advance. What can be pre-staged?
  10. ⁠Preliminary anti-action
    • ⁠Back: Pre-empt harm. How to neutralize before it occurs?
  11. ⁠Cushion in advance
    • ⁠Back: Add buffers. What fails safely?
  12. ⁠Equipotentiality
    • ⁠Back: Keep level potentials. Where to remove gradients?
  13. ⁠The other way round
    • ⁠Back: Invert roles/flows. What benefit appears
  14. ⁠Spheroidality
    • ⁠Back: Prefer curves/rotation. What moves smoother?
  15. ⁠Dynamics
    • ⁠Back: Make adjustable. What parameter should vary?
  16. ⁠Partial/excessive actions
    • ⁠Back: Do a bit more/less. What threshold flips outcome?
  17. ⁠Another dimension
    • ⁠Back: Add direction/layer/time. What unlocks?
  18. ⁠Mechanical vibration
    • ⁠Back: Oscillate/pulse. What becomes easier?
  19. ⁠Periodic action
    • ⁠Back: Intermittent instead of continuous. What saves energy?
  20. ⁠Continuity of useful action
    • ⁠Back: Keep value flowing. Where are idle gaps?
  21. ⁠Rushing through
    • ⁠Back: Pass quickly to avoid issues. What to blitz?
  22. ⁠Blessing in disguise
    • ⁠Back: Use a harm as resource. How to repurpose the “waste”?
  23. ⁠Feedback
    • ⁠Back: Add fast feedback. What to sense and adjust?
  24. ⁠Intermediary
    • ⁠Back: Add a mediator. Who/what bridges incompatibilities?
  25. ⁠Self-service
    • ⁠Back: Let system maintain itself. What can self-clean/tune?
  26. ⁠Copying
    • ⁠Back: Use a cheap replica. Where is a “digital twin” enough?
  27. ⁠Cheap short life
    • ⁠Back: Disposable beats durable. Where is throwaway better?
  28. ⁠Mechanics substitution
    • ⁠Back: Replace with fields/chemistry. What to dematerialize?
  29. ⁠Pneumatics/hydraulics
    • ⁠Back: Use fluids. What benefits from compliance?
  30. ⁠Flexible shells/films
    • ⁠Back: Thin layers. What wraps/seals/adapts?
  31. ⁠Porous materials
    • ⁠Back: Add pores. What filters/cools/lightens?
  32. ⁠Color changes
    • ⁠Back: Encode with color. What visibility alerts?
  33. ⁠Homogeneity
    • ⁠Back: Same materials interact better. What to unify?
  34. ⁠Discarding and recovering
    • ⁠Back: Throw away or reclaim. What to detach?
  35. ⁠Parameter changes
    • ⁠Back: Tune size/temp/speed. Which single knob matters most?
  36. ⁠Phase transitions
    • ⁠Back: Exploit state change. What thresholds help?
  37. ⁠Thermal expansion
    • ⁠Back: Use expansion. What could self-actuate?
  38. ⁠Strong oxidants
    • ⁠Back: Use active environments. What accelerates?
  39. ⁠Inert environment
    • ⁠Back: Prevent reactions. Where to isolate?
  40. ⁠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

  1. Split Teams into 2: Randomize who tests A or B first; collect outcomes quickly.
  2. 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 randomization and replication (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).
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TRIZ - Reference Documents
Reading and Writing Assignments

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