# Forced Analogy

Participants draw random objects and unpack their distinct traits, then use those traits to generate unexpected solutions for a specific challenge.

**Time:** 25 minutes. Gamestorming lists 15 to 60 minutes; UWT structures this version at 25 minutes for balanced ideation and sharing.
**People:** 4 to 24. Subgroups of 3 to 5 participants working in parallel, or a single group of 4 to 5.

## Choose this exercise

**Purpose:** Generate non-obvious ideas by mapping traits of unrelated physical objects onto an existing operational problem.
**Use it when:** Use when an ideation group stalls, repeats standard solutions, or needs to break out of routine problem patterns.
**Skip it when:** Skip when the group needs immediate linear execution planning or when the core problem statement is still unwritten.

## Materials and tools

- One set of prepared object cards (or index cards) per subgroup
- One challenge worksheet or flipchart pad per subgroup
- Standard sticky notes and marker pens for each participant
- One visible room timer

## Before participants arrive

1. Write the core problem statement clearly where every participant can see it.
2. Prepare or print object cards with varied everyday items (for example: paper clip, oak tree, submarine, bicycle pump).
3. Place markers, sticky notes, and a card pack at each group table.

## Say this to open

Welcome. We often tackle problems using familiar mental categories, which leads to familiar answers. Today we will force unexpected connections. Each group will draw an unrelated object, list its core attributes, and use those qualities to propose new angles for our central challenge: How do we address the problem written on the board?

## How to run it

### 1. Introduce challenge and select cards (4 minutes)

State the focus problem clearly. Form groups of 3 to 5 people (a total of 4 or 5 stays together in one group; larger groups divide into tables of 3, 4, or 5). Each table draws one object card from their deck. Groups read their card together.

### 2. Extract object attributes (6 minutes)

Subgroups list 4 to 6 concrete physical traits or behaviors of their object on sticky notes without thinking about the problem yet. For example, if the object is an oak tree, traits include deep roots, branching canopy, rough bark, and acorns.

### 3. Force analogical ideas (8 minutes)

Groups bring the problem back. Subgroups ask: 'How would this object solve our challenge?' and 'How does a trait of this object suggest an action?' Each person writes at least two concrete ideas inspired by the traits onto sticky notes.

### 4. Share and debrief across groups (7 minutes)

All groups post their top ideas on the wall. Invite one spokesperson from each subgroup (up to 6 groups) to share one idea in 30 seconds. Use the remaining 4 minutes for room debrief questions.


## Debrief questions

- Which object trait triggered the most workable idea, and why?
- Where did your group get stuck trying to connect an unrelated trait, and how did you break through?

**Finished output:** A collection of idea notes mapping concrete object traits directly to operational solutions for the challenge.

## Remote

Use breakout rooms of 3 to 5 people. Provide a shared virtual whiteboard containing pre-placed digital cards showing random objects. Participants flip a card, write traits on digital sticky notes, and post their problem solutions in a dedicated column.

## Hybrid

Keep in-person participants and remote participants in separate subgroups. Remote subgroups use a shared digital whiteboard with digital object cards, while room tables use physical cards. All groups post final candidate ideas to the same central digital board before the verbal debrief.

## Access and participation choices

- Participants may contribute verbally, write silently on notes, or act as the table scribe.
- Anyone may pass on sharing aloud during the debrief without giving a reason.

## If the session gets stuck

**Groups jump straight to solving the problem without listing object traits first.**

Pause the room and direct tables to hide the problem statement until they write at least 4 physical properties of their item.

**Participants pick overly abstract objects or metaphors that stall concrete ideas.**

Swap the card for a concrete everyday tool like a stapler, garden hose, or zipper.


## Terms used here

- Forced Analogy: A creative technique that pairs a problem with an unrelated item to expose hidden structural parallels.
- Attribute: A specific physical characteristic, feature, or function of an object.

## Participant material: Sample Object Deck

Card 1: Bicycle Pump (compresses air, flexible hose, foot peg, pressure gauge)
Card 2: Oak Tree (deep taproot, seasonal leaf shed, branching canopy, grows from acorn)
Card 3: Submarine (submersible hull, periscope vision, airtight hatches, ballast tanks)
Card 4: Paper Clip (single bent wire, holds items temporarily without piercing, spring tension)
Card 5: Thermostat (senses temperature, triggers switches, maintains set threshold, visible display)
Card 6: Garden Hose (coils for storage, channels high-pressure flow, brass nozzle attachments, kink stops flow)

## Sources and adaptation

Observed in Gamestorming, which notes the ultimate origin of Forced Analogy is unknown. Also cataloged in SessionLab.

Retained the Gamestorming mechanic of using random objects, listing traits, and asking analogical prompts. UWT added structured subgroup timing, flexible group sizing (3 to 5 people), card templates, and explicit hybrid guidance.

[Gamestorming](https://gamestorming.com/forced-analogy)

[Gamestorming](https://gamestorming.com/forced-analogy/)

[SessionLab](https://www.sessionlab.com/methods/forced-analogy)

Current run sheet: https://unitedwetransform.com/exercises/forced-analogy/
