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Bio-Morphologies

A Biomimicry-Based Rapid Ideation Technique

The Idea

BioMorphologies is a hands-on creative technique designed to blend the principles of biomimicry with rapid ideation methods. It aims to stimulate imaginative, out-of-the-box thinking by encouraging participants (individuals or groups) to explore the intersection of nature and design. By systematically combining attributes of animals with everyday objects, the technique pushes participants to leverage nature's efficiency and diversity as inspiration for developing unique solutions and addressing design problems. It builds upon established ideation frameworks like SCAMPER and TRIZ but applies a specific biomimetic lens

Development (Methodology/Workflow)

BioMorphologies is structured as a facilitated, multi-stage activity typically using physical card decks:

  • Materials: Utilizes two distinct card decks – "Animal Cards" detailing various animal species  and "Object Cards" depicting common objects.  
  • Stage 1: Discovery and Inspiration (Pairs):
    • Participants form pairs.  
    • Each pair selects or receives an Animal card and an Object card (inferred).
    • Pairs have a short time (e.g., 3 mins) to research and understand the key attributes, forms, or "superpowers" of their assigned animal.  
    • Subsequently, pairs ideate (e.g., 3 mins) on how the animal's characteristics could be applied to modify, improve, or reimagine the function or experience of their assigned object. Ideas are captured through sketches or brief descriptions and given a name.  
  • Stage 2: Collaboration and Expansion (Groups of 4):
    • Two pairs merge to form a group of four.  
    • The group works with the combined set of cards (two animals, two objects) from Stage 1.  
    • Groups engage in a slightly longer ideation session (e.g., 5 mins) focused on integrating and conceptualizing new ideas by merging the two objects and leveraging attributes from one or both animals.  
    • Collaborative ideas are again documented via sketches or writing, along with a concept name.  
  • Sharing: Generated concepts are often shared among participants, potentially using a digital platform.  
An Example

Animal Cards

Object Cards

Reflection

BioMorphologies offers an engaging and structured approach to introduce and apply biomimicry principles within the fast-paced context of early-stage design ideation. The use of card decks introduces an element of randomness and forces unexpected connections, pushing participants beyond conventional thinking. The two-stage process encourages both individual/pair exploration and collaborative synthesis. It serves as a practical tool to generate imaginative ideas and foster problem-solving by looking to natural models.  

What Worked

  • Provides a clear, step-by-step process suitable for workshop settings.  
  • Effectively uses random combinations (via cards) to spark novel thinking and biomimetic connections.  
  • Adaptable for both individual/pair exploration and group collaboration.  
  • Directly encourages learning about and applying principles from natural systems to design problems.  

What Did Not Work / Limitations

  • The depth and quality of generated ideas are dependent on participant engagement and the limited time allocated for research/ideation.
  • The randomness of the card combinations might occasionally result in pairings that are difficult to work with.
  • Requires preparation of physical or digital card decks.  
  • Primarily a divergent thinking tool; resulting concepts need further evaluation, filtering, and development.
  • The technique's effectiveness can be influenced by the facilitation and the specific context or problem it is applied to.

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