SCAMPER
SCAMPER: Seven forcing questions for any idea or product β Substitute (what can be replaced?), Combine (what can be merged?), Adapt (what can be borrowed?), Modify/Magnify (what can be changed in scale?), Put to other uses (what else could this do?), Eliminate (what can be removed?), Reverse (what if we did it backwards?). Systematically apply each to generate ideas that pure brainstorming misses.
What Is SCAMPER?β
SCAMPER was developed by Bob Eberle in 1971, building on Alex Osborn's earlier brainstorming checklist (Osborn coined "brainstorming" in 1953). Where Osborn's checklist was loosely structured, Eberle condensed it into the memorable acronym SCAMPER and demonstrated its application in education and product development.
The core insight is that most innovations are transformations of existing ideas rather than creations from nothing. The iPhone substituted hardware buttons with a software interface. Airbnb put existing homes to new uses. Low-cost airlines eliminated everything Osborn's full-service carriers provided that wasn't strictly necessary. Understanding which type of transformation an innovation represents helps reverse-engineer the thinking that produced it β and allows you to systematically apply the same transformations to other domains.
SCAMPER works by applying each prompt as a forcing function. You aren't asked "what's a good new idea?" β an intimidating blank-slate question. You're asked "what component of this product could you substitute?" β a constrained, tractable question that reliably generates answers. The constraints are productive: they direct thinking toward specific types of transformation rather than the generic "think of something new."
The seven prompts:
- S β Substitute: What components, materials, processes, or people can be replaced with something different?
- C β Combine: What elements could be merged β with each other, or with other products/services?
- A β Adapt: What already exists (in another context, industry, or era) that could be borrowed or adapted?
- M β Modify/Magnify/Minify: What can be altered in size, shape, form, or intensity β made larger or smaller, faster or slower?
- P β Put to other uses: What other markets, audiences, or applications could this serve?
- E β Eliminate: What elements are not strictly necessary? What happens if you remove the core feature?
- R β Reverse/Rearrange: What happens if you reverse the order, invert the assumptions, or rearrange the components?
How It Worksβ
Step 1: Define the starting point
β An existing product, process, or concept to transform
β Or a problem to solve (what existing solution could be SCAMPER-ed?)
Step 2: Apply each prompt in sequence
β Work through S β C β A β M β P β E β R
β Spend 3-5 minutes per prompt
β Capture every idea, no evaluation yet
Step 3: Go specific, not generic
β "Substitute the material" β "substitute steel with carbon fibre"
β Forcing specificity generates usable ideas
Step 4: Evaluate outputs
β Which combinations are technically feasible?
β Which address a real problem or unmet need?
β Which could be prototyped cheaply?
Step 5: Develop selected ideas
β Sketch, prototype, or further ideate on promising directions
Three Real-World Examplesβ
Netflix SCAMPER-ing the Video Storeβ
Blockbuster's business model through a SCAMPER lens reveals how Netflix found its innovations:
- Substitute: Physical stores β online catalogue; late fees β subscription model
- Combine: Video rental + mail delivery β Netflix by mail; streaming + recommendation algorithm β algorithmic programming
- Adapt: Book club subscription model adapted for movies
- Eliminate: Late fees, physical stores, inventory constraints, regional availability limits
- Reverse: Instead of customers coming to content, content comes to customers (streaming); instead of browsing shelves, the algorithm brings relevant content to you
Netflix's innovations map almost exactly to systematic SCAMPER transformations of the Blockbuster model.
iPhone SCAMPER-ing the Mobile Phoneβ
Apple's iPhone was a comprehensive SCAMPER of existing mobile phones:
- Substitute: Physical keyboard β software touchscreen; multiple apps as separate devices β integrated OS
- Combine: Phone + iPod + internet device into one
- Modify: Expand the screen to dominate the device front; minimise all physical controls
- Eliminate: Physical keyboard, stylus (specifically targeted by Jobs), carrier-locked software restrictions (eventually), CD drive for music
The iPhone wasn't one invention β it was a series of SCAMPER transformations applied to the existing smartphone category.
Meal Kit Business Modelβ
Meal kit companies (HelloFresh, Blue Apron) SCAMPER-ed the grocery store experience:
- Substitute: Grocery store selection β curated weekly menu; customer meal planning β company meal planning
- Combine: Grocery delivery + recipe card + pre-portioned ingredients into a single service
- Put to other uses: Restaurant supply chain model (pre-portioned, recipe-matched ingredients) applied to home cooking
- Eliminate: Superfluous packaging quantities, meal planning effort, unused ingredient waste
- Reverse: Instead of shopping then deciding what to make, decide what to make then receive exact ingredients
When to Use Itβ
β SCAMPER works best for:
- Product improvement and innovation ideation
- Business model redesign
- Creative brief responses when direct ideation feels stuck
- Educational settings to teach structured creativity
β Less effective for:
- Problems requiring entirely new conceptual frameworks
- Very early-stage exploration where the "starting point" doesn't exist yet
- Highly emotional or interpersonal problems
| Pairs well with | Why |
|---|---|
| First Principles | First Principles deconstructs; SCAMPER reconstructs differently |
| Jobs to Be Done | JTBD defines what users need; SCAMPER generates new ways to deliver it |
| Reverse Brainstorming | Reverse Brainstorming is SCAMPER's "R" (Reverse) prompt expanded into a full technique |
| Adjacent Possible | SCAMPER's "Adapt" and "Combine" prompts explore the adjacent possible systematically |
Common Misuses and Limitationsβ
Using it as a one-pass exercise. Each SCAMPER prompt can be applied multiple times to different components of the same product. "Substitute" the packaging, then "substitute" the delivery method, then "substitute" the pricing model. Depth within each prompt matters as much as breadth across prompts.
Skipping prompts that feel uncomfortable. "Eliminate" is the most productive and most skipped prompt. Asking "what if we removed the core feature?" feels threatening to teams who built the product. This discomfort is often the signal that the prompt is pointing at something important.
Treating the output as final ideas. SCAMPER generates raw material β directions to explore, not finished products. The outputs need evaluation, selection, and development. Treating every SCAMPER idea as a proposal is a misuse.
Using it without a concrete starting point. "SCAMPER our strategy" is too vague. "SCAMPER our onboarding flow" or "SCAMPER our pricing model" is specific enough to generate actionable ideas.
Related Modelsβ
| Model | Relationship |
|---|---|
| Reverse Brainstorming | The "R" in SCAMPER expanded into a standalone technique |
| Lateral Thinking | SCAMPER operationalises lateral thinking with specific prompts |
| Attribute Listing | Attribute listing is a complementary technique β identify attributes, then SCAMPER each |
| Jobs to Be Done | JTBD defines the goal; SCAMPER generates paths to it |
Frequently Asked Questionsβ
Which SCAMPER prompt generates the most useful ideas?
"Eliminate" and "Substitute" consistently produce the highest-quality insights in product and business model innovation. "Eliminate" because removing features forces clarity about what actually delivers value; "Substitute" because the most disruptive innovations often replace a costly component with a cheaper, faster, or more scalable alternative. "Combine" is most productive for early-stage ventures looking for novel positioning at the intersection of two existing domains.
How does SCAMPER compare to Design Thinking?
They're complementary rather than competitive. Design Thinking is a full process framework (empathise, define, ideate, prototype, test) while SCAMPER is a specific ideation technique used within the "ideate" phase. Design Thinking defines what problem to solve (user-centred research and definition); SCAMPER generates ideas for solving it (structured creative generation). Many Design Thinking practitioners use SCAMPER as one of several ideation tools.
Can SCAMPER be applied to services and processes, not just products?
Yes β and this is an underused application. SCAMPER-ing a customer service process: Substitute (replace phone calls with chat?), Combine (combine onboarding and support into a single role?), Eliminate (which steps add no customer value?), Reverse (what if customers solved each other's problems?). Some of the most valuable SCAMPER applications are in service design, business model innovation, and organisational process improvement.
Further Readingβ
- Eberle, B. (1971). SCAMPER: Games for Imagination Development β the original text
- Osborn, A. (1953). Applied Imagination β the foundation on which SCAMPER was built
- Michalko, M. (2006). Thinkertoys β SCAMPER and other creative thinking tools in depth
Apply with AIβ
π Run a SCAMPER session on your product or idea with MindMax β
This page is part of the MindMax Mental Models Knowledge Base.