LINKS:   STEP-BY-STEP GUIDE      LIST OF PHYSICAL EFFECTS    LITERATURE and LINKS    FORMS: Plan, Status, Evolution, Level   

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
Author:            Ted Rygas, Ph.D., P.Eng.           E-mail to:    tpr314@yahoo.com


The STEP-BY-STEP GUIDE is arranged in such a way, that the user learn the principles
extracted from thousands of breakthrough-quality patents while solving his/her practical
problems.  My experience with the method indicates, that almost anyone can achieve
quality patentable solutions quickly and effectively using the simplified approach presented
in the STEP-BY-STEP GUIDE.

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.



Copyright  2001 Ted Rygas