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THIS
PAGE CONTAINS INFORMATION ABOUT FREQUENTLY
ASKED QUESTIONS (FAQ)
about "TRIZ":
including full "ALGORITHM"and a full list
of "TRIZ" principles. The text is a condensed,
fully functional,
step-by-step
guide with
everything needed by a first time user to fully utilize the powerful
"INVENTION ALGORITHM/
TRIZ" method. (Free "TRIZ", fully functional, not a demo).
PRACTICAL TRIZ Step-By-Step
CREATIVE TECHNICAL SOLUTIONS AND INVENTION ALGORITHM / TRIZ METHOD |
This
page contains main part of the Invention Algorithm technique
Updated January 19, 2001 |
Invention Algorithm method is a"guided
brainstorming" method, which helps in achieving
breakthrough technical solutionsby
using 40 standard principles developed from analysis
of creative solutions found inmore
than 50,000 of selected "breakthrough-type / high quality"
patents. The listed below
technique (simplified TRIZ) helped me in finding several
innovative technical solutions including patents.
FREQUENTLY ASKED QUESTIONS ABOUT "ANVENTION ALGORITHM / TRIZ"
(Invention Algorithm based on modified method of H. Altshuller)
1. What is Invention
Algorithm / TRIZ?
2. Is Invention
Algorithm a secret method?
3. Who uses the
Invention Algorithm method?
4. Is Invention
Algorithm a difficult to learn method?
5. What is the
ratio of effects/invested-time in the version
of
Invention Algorithm presented in this text?
6. Are there any
books or manuals in English, which would teach
the
Invention Algorithm / TRIZ method?
ANSWERS
1. What is Invention
Algorithm / TRIZ?
Invention Algorithm
method is a "guided brainstorming" method,
which helps in solving
technical limitations by using 40 standard
principles developed
from generalization of creative solutions found
in more than 50,000
of selected "breakthrough-type / high quality"
patents.
2. Is Invention
Algorithm a secret method?
Invention Algorithm
/ TRIZ is not a secret method, although
it has some attributes
of a secret method: almost nothing
is published in English
about details of the method and the
method is used in high-tech
(and most likely defence-related)
centers. It appears,
that in the early 1960s, Russians intended
to classify this method.
3. Who uses the
Invention Algorithm method?
The method is in active
use in several high-tech R&D centers in
the USA , Russia, Germany
and Japan. Some of the active users
in the USA are Ford,
Chrysler, General Motors, Rockwell and Xerox.
4. Is Invention
Algorithm a difficult to learn method?
In the version presented
in this text, the method does not require
any training.
Just follow the step-by-step guide and learn the
powerful generalized
"40 principles" as you try to match them
to your problem.
5. What is the
ratio of effects/invested-time in the version
of
Invention Algorithm presented in this text?
In my opinion, anybody
can quickly get 80% of all possible benefits
from this method by
following the five stages of the "Main Algorithm",
as below, supplemented
with the standard 40 methods of overcoming
technical limitations
(usually called "technical contradictions").
Most practical inventors
will never need more than the instructions
provided in this file.
6. Are there any
books or manuals in English, which would teach
the
Invention Algorithm / TRIZ method?
Unfortunately, most
of the publications about the method are in
the Russian language,
and the books published in English do not
list the complete method
to the extent as in this file.
This FAQ is based on
publications written in Russian and on own
practical experience
of the author, who used the method to develop
several patented solutions.
MAIN
ALGORITHM of "Invention Algorithm"
("TRIZ") Technique
A session following this
practical approach should last for about
60 minutes. It
is recommended that the inventor proceeds with his
first session individually.
A group session of 3 - 5 participants
may follow. Follow
the FIVE STEPS of the algorithm to get full
benefit of this method.
The FIVE STEPS have references to other
elements of the method.
The most simple and the most effective
way of using this technique
(recommended for the first year of
using "TRIZ") is to
print this whole file and then use the
FIVE STEPS and review
all 40 PRINCIPLES in each case. Make notes
as you proceed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FIVE STEPS - INVENTION
ALGORITHM
1.0 IDENTIFY PROBLEM TO BE SOLVED
1.1 What is the
expected final solution (ideal machine,
ideal state, ideal properties etc.; for example: part
suspended in the air and not falling down).
1.2 Define an
alternative ("go around") solution.
1.3 Find which
solution, straight or alternative, will
give better results. Compare both solutions with
development trends. Make a selection (straight or
substitute solution).
1.4 Define detailed
technical parameters (yield, dimensions, etc.)
1.5 Find out if
higher than "minimum required" parameters
are achievable (check for future capabilities).
1.6 Find out if
the selected solution is not too complex.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2.0 ANALYZE "ENVIRONMENT"
OF SOLUTION
2.1 Check patent
literature for solutions to similar and opposite
problems.
2.2 Analyze how
conditions of the solution will change with
full range (0 to infinity) of:
- dimensions;
- time / speed / velocity;
- funds / cost.
2.3 Rank above
listed elements according to our ability
to change them.
2.4 State the
problem in plain words (no technical terms).
Are the initial assumptions changing?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3.0 ANALYTICAL
PHASE
3.1 Define what
is the ideal solution. Make two drawings
showing all elements BEFORE and AFTER.
3.2 List what
prevents you from getting the ideal solution.
3.3 Find out what
causes that the ideal solution is
not achieved (STATEMENT OF CONTRADICTION).
3.4 State under
which conditions the contradicting
conditions will disappear (compensated or removed).
3.5 Find out a
method/device to remove the contradiction
(solid/liquid/gas ?; changes in operation ?).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4.0 PROBLEM SOLVING
PHASE
4.1 Check the table
of "Detailed Forty Principles" (main strength
of the method; author's recommendation is to review the
complete list, starting from the top principles).
4.2 Find out if
the environment of the object can be
changed/modified.
4.3 Find out if
objects interacting with the given object
can be changed.
4.4 Find out if
changing the time factor will solve the problem
(faster, slower, in-advance action, after work action;
impulse/batch/continuous action).
4.5 Find out how
similar problems were solved in the animal world
(extinct/present species; what are the trends). (This is
a powerful approach, but may require high-level external
consultation).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5.0 SYNTHETIC
PHASE
5.1 How other elements
of the object will be affected by
the proposed solution ?
5.2 List changes
required in the cooperating objects.
5.3 Could the
modified object be used in other applications?
5.4 Apply the
new solution to other technical problems.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DETAILED
FORTY PRINCIPLES OF INVENTION
1.0 The Principle
of Segmentation (and Reverse: Consolidation).
1.1 Divide the
object into independent parts. Divide it further
into a powder, a liquid or a gas.
1.2 Make the object
divisible or easily dismantled.
1.3 Divide the
object into a group of joined identical objects,
such as a bundle of steel pipes rather than individual holes
drilled in a solid block (metal heat exchanger example).
Or, try the reverse (graphite block heat exchanger).
2.0 The "Take-Away"
Principle.
2.1 Take away
the problem-creating part of the object.
2.2 Remove the
useful part of the object and allow the rest to remain.
3.0 The Principle
of Local Quality (weak principle).
3.1 If the structure
is homogeneous, make it non homogeneous.
3.2 A part of
the object carries out the required function.
3.3 Each part
of the object is operated in the environment which
is best suited for its operation.
4.0 The Principle
of Asymmetry.
4.1 Use asymmetrical
rather than symmetrical features.
4.2 If it is already
asymmetrical then increase the degree
of asymmetry.
5.0 The Principle
of Merging Similar or Dissimilar Objects.
5.1 Join homogeneous
objects.
5.2 Join objects
designed for continuous operation.
5.3 Perform operations
in parallel.
5.4 Incorporate
similar objects into the same system.
For example, "bundle" together a large number of insects
to measure their temperature using a regular thermometer.
Connect two bikes to make a tandem. Connect two boats to
make a catamaran. A bundle of tubes can be used as a
pressure vessel for very high pressures.
5.5 Merge dissimilar
objects which are normally found
together, such as a pencil and eraser.
5.6 Merge dissimilar
objects in such a way that a new
feature appears. For example, a boat and a car or
an airplane and a submarine.
Occasionally, a transition to another dimension may
help. (Production rate may be improved by using
sequential (in-line) workstations).
6.0 The Principle
of Universality (the "Swiss Knife" Principle).
6.1 One object
performs multiple functions, which eliminates
needs for other parts.
7.0 The Principle
of Nesting Dolls.
7.1 One object
is placed inside another object, which is in turn
placed inside another object.
7.2 One object
passes through a hole or cavity in another object.
7.3 Parts of one
object are located inside another part.
8.0 The Principle
of Counter-Weight.
8.1 Compensate
for the weight or an undesirable force on
an object by combining this object with a counter-weight
or counter-force which nullifies the undesirable force.
Check if hydraulic or aerodynamic forces (for example
servo-mechanisms) could be of use.
Examples: counter-weights used on elevators; power steering
and power breaks in cars.
9.0 The Principle
of Preliminary Counter-Action (stronger
than principle number 10; corresponds to preemptive strike
in military strategy).
9.1 Before some
action is performed on an object, a preliminary
action is performed which directly counters the first action
and enhancing the desired effects.
10.0 The Principle
of Preliminary Action.
10.1 If the required
action can not be carried out, then carry it
out in advance, either partially or fully.
This may require use of a tool, or a substance, fully
or partially placed in advance.
10.2 Arrange the
objects in such a pattern, that some other action
can be carried out in the most efficient way.
11.0 The Principle
of "Previously Placed Pillow".
11.1 Compensate
for the low reliability of a component by using
a supplementary back-up component which will perform the
function of the first part, if the first part fails.
12.0 The Principle
of The Same Potential.
12.1 Perform the
operation in such a way, that no lifting
or lowering is required.
13.0 The Principle
of "The Other Way Around" (strong principle).
13.1 Instead of
the expected action required by the problem
statement, do the reverse.
13.2 Use the opposite
feature or property. (Use white on black
rather than black on white. Push rather than pull. Cool
rather than heat).
13.3 Switch the
moveable part of the object to be immovable and
the immovable part of the object to be movable.
13.4 Turn the
object upside-down, or inside out, or reverse it.
14.0 The Principle
of Spheric Shape.
14.1 Switch from
flat design to spherical design.
14.2 Use rollers,
bearing, or spirals.
14.3 Switch from
linear to rotating movement.
14.4 Use centrifugal
force.
15.0 The Principle
of "Dynamism".
15.1 The characteristics
of an object change so as to be the optimum
at each stage. For example, a vertical start airplane with
changing positions of engines.
15.2 The object
is divided up in such a way that each part can be
repositioned to perform the optimal function.
15.3 Parts of
an object that are not interchangeable are redesigned
into interchangeable.
16.0 The Principle
of Partial or Excessive Action (strong principle).
16.1 Apply somewhat
more than is required, and then remove the
excess.
16.2 Apply somewhat
less than is required, then later add more.
16.3 If the activity
cannot be done completely, then do it
partially. For example, place a tube for a saw blade
in the cast, before it hardens, to facilitate removal
of the cast later.
17.0 The Principle
of Moving to Another Dimension.
17.1 An action
that is performed in one dimension is changed
to a higher or lower dimension.
17.2 An action
that is performed in a plane is changed to
one that is performed in 3 dimensional space.
17.3 Use an assembly
of many layers rather than one layer.
17.4 Change the
orientation of the object.
18.0 The Use of
Mechanical Vibrations.
18.1 Set the object
vibrating.
18.2 If the object
is already vibrating then increase the amplitude
of the oscillation.
18.3 Make use
of the natural frequency of the object.
18.4 Use piezo
vibrators rather than mechanical vibrators.
18.5 Make use
of ultrasonic vibrations.
19.0 The Principle
of Periodic Action (weaker than principle 20).
19.1 Rather than
a continuous operation, move to a periodic
operation.
19.2 If the action
is already periodic, then change its period.
19.3 Use the pauses
between each period to perform some other
useful purpose.
20.0 The Principle
of Uninterrupted Useful Effect.
20.1 Change a
periodic operation to a continuous one.
20.2 Remove "dummy/idle"
runs.
21.0 The Principle
of Rushing Through (The "Skip" Principle)
21.1 Perform harmful
or dangerous operations in extremely
short time or at a very high speed.
21.2 "Skip" through
the dangerous region. For example rush
through the resonant frequency when accelerating
rotating equipment.
22.0 The "blessing
in disguise" principle or "turning harm
to good" (strong principle).
22.1 Combine two
or more harmful factors to create a good
effect.
22.2 Use an effect
rather than fight against it.
22.3 Add several
harmful factors to create a useful one.
22.4 Increase
a harmful effect until it is no longer harmful.
23.0 The Feedback
Principle.
23.1 Introduce
feedback.
23.2 If there
is already feedback, then change it or enhance it.
24.0 The "Go-Between"
Principle. The Principle of an
Intermediate Object.
24.1 Use an intermediate
object to transmit the action.
24.2 Temporarily
join two objects and remove the joint later.
25.0 The Self-Service
Principle.
25.1 The device
services itself by performing auxiliary or repair
functions.
25.2 Substance
is replaced or refreshed automatically upon usage.
25.3 Use waste
materials or energy.
26.0 The Copying
Principle.
26.1 Use a cheap
copy of the object rather than the original
which may be expensive, complex, delicate, unavailable,
fragile, or inconvenient.
26.2 Replace an
object or system of objects with an optical
copy such as a photograph, photocopy, inverse copy, casting
or mold.
26.3 If visible
copies are available then switch to infra-red
or ultraviolet copies.
27.0 Cheap Short
Life Rather Than Expensive Long Life
(use disposable objects).
27.1 Replace an
expensive object which has an expected long life
with objects which are much cheaper but of shorter service.
28.0 Replace a
Mechanical Pattern (strong principle).
28.1 Replace a
mechanical pattern with an optical, acoustical
or "smell" pattern.
28.2 Use an electrical,
magnetic or electro-magnetic field
to replace a mechanical field.
28.3 Change from
a field which is immovable to one which
is movable.
28.4 Change from
a field which is unchanging to a dynamic one.
28.5 Change from
a field which is unstructured to a structured one.
28.6 Use a field-force
in combination with ferro-magnetic particles
(very strong).
29.0 Use Pneumatic
or Hydraulic principles, parts or mechanisms.
29.1 Use gas or
liquid parts of an object rather than solid parts.
29.2 Use components
which are inflatable.
30.0 Use flexible
membranes and fine membranes.
30.1 Instead of
normal constructions, use flexible or fine membranes.
30.2 Use soap
bubbles, foam or films.
31.0 Use Porous
Materials (or use voids/empty space).
31.1 Make the
object or part of the object porous.
31.2 Fill the
holes in a porous substance in advance.
32.0 The Principle
of Using Paint.
32.1 Change the
color of an object.
32.2 Change the
color of its surroundings.
32.3 Change the
transparency of an object or its surroundings.
32.4 Use colored
additives to make something more visible.
32.5 Use luminescent
traces.
32.6 Use soap
bubbles or foam.
33.0 The Principle
of Homogeneity.
33.1 Objects interacting
with a given object should be made
of the same material or material with closely matching
properties.
34.0 The Principle
of Discarding and Regenerating Parts
(strong principle).
34.1 Once a part
has finished its usefulness, it should be
discarded, dissolved, evaporated or changed in shape.
34.2 Parts which
are used up should be regenerated as they are
in use (for example a sharpening cycle in a cutting machine).
35.0 The Principle
of Changing the Physical or Chemical
State of an Object.
35.1 Change from
a solid to a liquid or from a liquid to a solid.
35.2 Change from
a liquid to a gas or from a gas to a liquid.
35.3 Freeze rather
than heat. Do the reverse chemical or
physical state.
35.4 Change from
one state to an intermediate state.
35.5 Change to
a pseudo state such as an elastic.
35.6 Change to
a bi-phase state such as boiling.
35.7 Dissolve
or use phase transitions.
Examples are: Further freeze the ice to break it up.
Use dry ice to "sand blast". Use ice slush jets rather
than high pressure water jets to peel potatoes.
36.0 Using Phase
Changes (strong).
36.1 Use properties
changing with phase transitions, such as volume,
heat capacity, shape or absorption capacity.
37.0 The Application
of Heat Expansion.
37.1 The use of
the expansion or contraction of a material
with the application of heat or cold.
37.2 Make use
of the different rates of expansion or contraction
characterizing various materials.
(Example: metal with thermal expansion coefficient
equal zero - Invar).
38.0 Use Strong
Acidifiers (or Materials with High Chemical
Reactivity/Energy).
38.1 Replace normal
air with enriched air.
38.2 Replace enriched
air with oxygen.
38.3 Ionize the
air or oxygen.
38.4 Use ionized
oxygen.
39.0 Use an Inert
Environment.
39.1 Carry out
an action in an inert gas rather than air.
39.2 Carry out
the operation in a vacuum.
40.0 Use Composite
Materials.
40.1 Switch from
homogeneous material to composites.