Step 4: play with the possibilities
It’s time to think.
You’ve kept that appointment with yourself, keeping the calen-
dar clear despite all the demands made on your time. You’ve done
your best to make sure you won’t be interrupted.
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You sit at your computer, or you lie on a couch with a notepad and
pencil, or you walk through a park with a tape recorder in hand.
All right,
you tell your subconscious.
What’s the answer?
And nothing happens.
Now what? You’ve fought hard for this thinking time, and now
you haven’t got a thought.
Relax. You’ve got all the thoughts you need. Your subconscious
isn’t holding out on you. You just asked the wrong question.
Instead of seeking
the
answer, take a few minutes to try out as
many answers as you can. Here are three ways to do it.
A. Play “How Many Ways?” Make a list of as many possible
solutions or approaches as you can muster. Set a timer for
ten minutes, so that you don’t have to worry about the pas-
sage of time, and just let fly. Don’t stop. Don’t edit, evaluate,
or in any way censor your thoughts. If something pops into
your head, capture it on your list, even if it seems ridiculous.
(I should probably say
especially
if it seems ridiculous.)
Remember Edison; there are no failures in the creative
process.
“If you want to have a good idea,” advertising executive Alex
Osborne admonished, “have lots of ideas.” (Osborne also coined
the term
brainstorming
, by the way.)
B. Draw a “Tornado Outline.” Write your subject or goal in
the center of a large sheet of paper (or a whiteboard or flip
chart or whatever you’re comfortable with). Free associ-
ate key words, phrases, statistics, anecdotes, anything that
seems relevant. Again, avoid censoring ideas.
When you’re done, sit for a minute or so more, to see if any
stray thoughts catch up to you. Then begin linking related material
and numbering items, bringing order to the chaos. You now have
a working outline for future work; the hardest part of the process
is finished.
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C. Create a grid. Return with me now to those thrilling days
of yesteryear, when the resourceful masked man and his
faithful Indian companion rode the range, bringing law
and order to the Old West.
Fran Striker wrote a fresh script for the
Lone Ranger
radio
dramas every week for years. He had great characters to work with
and a durable myth of good and evil to develop each week.
But there are only
so
many pretexts for sending Tonto into town
to get beat up, and only
so
many disguises for the Lone Ranger to
don; after a time Striker began to run dry.
He didn’t panic. Instead, he made lists—lists of weapons, lists
of disguises, lists of settings, lists of bad guys, lists of all of the
elements that went into his half-hour morality tales. He would then
combine items from his lists, playing with combinations until he
got something that seemed promising. This system kept the Lone
Ranger riding for years.
This grid or matrix system works because inspiration often
occurs when an idea or image from one frame of reference collides
with an idea or image from a totally different context, creating
something new, surprising, and original.
“Fellow dies and goes to heaven. There’s St. Peter, guard-
ing the pearly gates and eyeing him suspiciously. St. Pete checks
his scroll, scowls, then squints down at the supplicant and says,
‘Smoking or non-smoking?’”
One context, heaven, collides with another context, restaurant
seating arrangements.
Inspiration “strikes” when the collision occurs spontaneously,
which is to say without your consciously willing it to happen. But you
can create the combinations consciously through the grid system.
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