01 / UNDERSTAND
What is SCAMPER?
SCAMPER generates variations on an existing product, service or idea. Its letters commonly mean Substitute, Combine, Adapt, Modify, Put to other uses, Eliminate and Rearrange or Reverse. It uses a concrete starting concept.
Categories overlap: a change can substitute a component and put another to a new use. The prompts support useful transformations rather than correct classification or proof that an idea works.
Why use SCAMPER?
Familiarity can keep a team producing slight variations of the same solution. SCAMPER offers directions for changing components, sequence, scale or purpose, helping participants who find general creativity prompts too broad.
A transformation is a hypothesis. Combining activities may increase cognitive load; elimination may transfer work to staff. Separate generation from evaluation so surprising ideas receive consideration and their consequences receive scrutiny.
When to use it
USE IT WHEN
A team needs alternatives to an existing concept that feels familiar or constrained.
An early service idea has a useful core but its form or sequence remains open.
Participants would benefit from specific prompts during an ideation session.
When to choose another method
Use How Might We first when the problem to address is still vague.
Use Brainstorming for broader idea generation across several possible starting concepts.
Use Concept Testing next to explore whether a variation is understandable and valuable.
What you’ll need
Describe the concept’s user, purpose, components and sequence. Bring evidence of a need. State essential constraints, such as consent, access and required checks. Provide sketching materials and record the prompt behind each idea. Agree that candidates need investigation before any commitment to build.
The seven SCAMPER prompts
Keep the elements that help answer your question and support a decision.
Replace a component, actor, material, channel, place or time.
Join elements, activities or purposes and consider their interaction.
Borrow a useful principle from another situation and fit it to this one.
Change scale, form, intensity, frequency or another property.
Use an existing resource or capability for a different purpose.
Remove or reduce a component, requirement or activity.
Change sequence, layout, direction or who initiates an interaction.
02 / PUT IT INTO PRACTICE
How to use SCAMPER
Keep evidence and assumptions distinct. Revisit your work when new information changes your understanding.
01
Define the seed
Describe one existing idea concretely. Name what it should help a person accomplish and the friction or opportunity you want to address.
Begin with equipment collection, not the entire service.
02
Set essential conditions
Record what a useful variation must preserve. Distinguish necessary requirements from conventions the team is free to challenge.
Preserve inspection; challenge the familiar appointment format.
03
Generate through prompts
Apply each SCAMPER direction to a specific part of the concept. Allow independent thinking before sharing, and capture several alternatives without immediate scoring.
Try lockers, combined messages or staff proposed slots.
04
Make the change visible
Sketch the interaction or write a short before and after sequence. Record the resource, actor or step being transformed.
Show who proposes a slot and when.
05
Combine useful variations
Group ideas by the need they address. Explore combinations where one change helps another work, while retaining the original individual options.
Pair readiness information with offered collection slots.
06
Review consequences
Compare candidates against the user need and essential conditions. Identify new effort, exclusion, dependency and uncertainty introduced by each change.
Removing the desk does not remove inspection work.
07
Choose a small test
Select a variation and its most consequential unanswered question. Define a prototype that makes the changed interaction observable before committing to implementation.
Test whether the message communicates a confirmed commitment.
Example: rethinking equipment collection
Fictional scenario: a community workshop lends tools through appointments. Borrowers choose a time before staff know whether the tool is ready. The design challenge is to make collection arrangements dependable without adding repeated calls.
SCAMPER produces several invented variations. Substitute suggests a collection locker. Combine joins readiness and booking in one message. Adapt borrows a pickup window from parcel collection. Modify offers broader collection periods. Put to other uses turns an existing return shelf into a labelled holding area. Eliminate removes a duplicate confirmation message. Reverse has staff propose slots only after checking the item.
The team compares their consequences. A locker introduces access and storage questions, while reversal can be explored with the existing desk. It would prototype a readiness message offering suitable slots, then check whether borrowers understand the commitment. The example shows how prompts create alternatives and evaluation narrows them; it reports no real trial or proven improvement.

03 / BELOW THE SURFACE
Below the surface: changing the seed can preserve the wrong premise
Systematic variation is powerful, but it can keep a team attached to the architecture of its starting idea.
PREMISE
What assumption survives every variation?
Check whether the starting architecture is supported by evidence.
TRANSFER
Where did the removed work go?
Name the person, resource or dependency now carrying it.
TEST
What could make this variation fail?
Prototype the changed interaction and its weakest assumption.
If the seed is an appointment form, every transformation may remain a form improvement even when the user needs reliable access rather than an appointment. Revisit the purpose after generating variations. Ask which assumptions all the ideas still share and whether those assumptions come from evidence or convention.
A second tension concerns transferred effort. An elegant elimination can remove a visible step by asking somebody else to perform it quietly. Record the displaced work and who now carries it. A change should be judged across the interaction rather than at the point where the original step disappears.
The original evaluation extension in this guide asks two questions of a shortlist: what premise survived every prompt, and what work moved elsewhere? Keep the seed open to challenge. If all candidates retain a weak premise, return to problem framing before selecting the most attractive variation.
SCAMPER companion worksheet
The original two page Design Iceberg companion worksheet records the seed, conditions and seven prompts in six panels on page one. Page two compares consequences and defines a prototype question.


Practical tips
Apply prompts to specific components and observable interactions.
Allow overlapping categories and explain surprising ideas before judging them.
Common mistakes
Treating completion of all seven prompts as evidence that the concept is better.
Using vague changes such as make it easier without naming an altered interaction.
Removing a step while ignoring the work, access or protection it provided.
What you’ll get
SCAMPER should leave you with a set of distinct, explainable variations and a reasoned next experiment. Preserve the original seed, the chosen transformation and its unanswered question so the team can learn why an idea works or needs revision.