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Intelligence · Methods

Creative methods

The documented protocols this system ideates with — the same processes professional strategists and directors run. Every campaign concept, film structure and strategy session names the method it was developed through.

Campaign strategy

Disruption

Jean-Marie Dru / TBWA, 1992

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Treats the unquestioned rules of a category as raw material: catalogue what every player takes for granted, deliberately overturn the one convention whose breaking creates the most leverage, and anchor the break to a larger ambition so the rule-breaking has direction.

Reach for it: A challenger (or stalled leader) in a category where everyone markets the same way and growth means changing the rules, not playing them better.

Campaign strategy

The Planning Cycle

Stephen King / JWT London, 1974

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The founding discipline of account planning: strategy as a repeating loop of five plain questions that force diagnosis before prescription and measurement after execution — Where are we? Why are we there? Where could we be? How could we get there? Are we getting there?

Reach for it: The master scaffold for any brand or campaign plan, especially when you need a diagnosis-to-measurement through-line.

Campaign strategy

The Big IdeaL

Colin Mitchell & John Shaw / Ogilvy, 2010

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A brand earns a point of view at the intersection of two inputs: a genuine tension in the surrounding culture, and the brand's best self — what it is like when operating at its most admirable. The output is a belief statement in the form 'The world would be a better place if…' that sits above any single campaign.

Reach for it: When a brand needs a durable purpose or point of view to unify its communications, rather than one campaign proposition.

Campaign strategy

GET / TO / BY

Attributed to BBDO New York, mid-2000s; now industry-generic

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The whole strategy compressed into one sentence with three slots: the audience you want to move (and their current state), the shift in thinking, feeling or doing you want from them, and the lever that will cause the shift. It exposes weak strategy instantly — if any slot is vague, there is no strategy.

Reach for it: To distil a longer brief, or to sanity-check that a strategy actually names an audience, a change and a mechanism.

Campaign strategy

Single-Minded Proposition + Message House

Lineage: Rosser Reeves' USP (1961); agency brief convention

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Two focusing devices: the SMP is the one-sentence, single-idea answer to 'what is the most compelling thing we can say?'; the message house then organises everything under it — one roof message, three supporting pillars, and proof points under each pillar. The discipline is sacrifice: one idea, no ands.

Reach for it: When the work is trying to say too many things and needs a hierarchy of one lead idea backed by structured support.

Campaign strategy

Category Entry Points

Jenni Romaniuk / Ehrenberg-Bass Institute, codified 2023

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Buyers reach brands through memory cues tied to buying situations — the needs, occasions and contexts that bring a category to mind. Map these entry points with the 7Ws (why, when, where, while doing what, with whom, with what, how feeling), then build the brand's mental links to the biggest or most winnable ones.

Reach for it: When the goal is growth through mental availability — deciding which buying situations the advertising should attach the brand to.

Campaign strategy

Distinctive Assets Audit

Jenni Romaniuk / Ehrenberg-Bass Institute, 2018

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Manage the brand's non-name elements — colours, characters, sounds, shapes, taglines — as memory shortcuts. Score each on Fame (how many buyers link it to the brand) and Uniqueness (how exclusively it evokes this brand), plot the grid, then deploy the strong assets relentlessly and invest in the promising ones.

Reach for it: Before campaign development or a rebrand, to know which brand codes can stand in for the name and which need building.

Campaign strategy

The FCB Grid

Richard Vaughn / Foote, Cone & Belding, 1980

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Locate the purchase decision on two axes — high vs low involvement, thinking vs feeling — and the resulting quadrant dictates the advertising job: Informative (learn-feel-do), Affective (feel-learn-do), Habit-forming (do-learn-feel) or Self-satisfaction (do-feel-learn).

Reach for it: Early in planning, to classify the purchase and pick the right communication model before writing the brief.

Campaign strategy

HumanKind

Leo Burnett Worldwide, c. 2008; Bernardin & Tutssel, 2010

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Reframe the brand around a human purpose and judge work by whether it changes actual behaviour — favouring acts (useful, participatory brand behaviour) over ads. Work is scored on a 10-point scale where 7+ is the threshold for behaviour-changing ideas.

Reach for it: When repositioning a brand around a human purpose, or when the work needs a hard bar: does it change what people do?

Campaign strategy

Cultural Strategy

Douglas Holt, 2004; Holt & Cameron, 2010

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Breakthrough brands champion an ideology, not benefits: social change destabilises the category's reigning orthodoxy, opening an ideological opportunity; the brand that dramatises a resonant new ideology as a myth — expressed through authentic cultural codes borrowed from subcultures and media — becomes iconic.

Reach for it: Challenger brands, categories with a stale shared ideology, or any brand that can win by taking a stance in a shifting culture.

Brand strategy

ZAG / Onliness Statement

Marty Neumeier, 2006

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In a cluttered market a brand wins by being the only one of its kind, not the best. Intersect what the company is passionate about with a rising trend and an unclaimed position, then compress it into a one-line onliness claim — the only [category] that [differentiator] — which everything else must support.

Reach for it: When a brand is stuck in a crowded category and needs a defensible, structurally different position rather than incremental polish.

Brand strategy

The 12 Brand Archetypes

Margaret Mark & Carol Pearson, 2001

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Give the brand a single deeply human personality from twelve recurring characters organised on two motivational axes (belonging vs independence, stability vs mastery). Pick the archetype that matches both the brand's authentic essence and the customers' dominant motivation, then express that character consistently in voice, story and behaviour.

Reach for it: When a brand needs a coherent personality and narrative identity — especially when tone and storytelling feel inconsistent or generic.

Brand strategy

The Golden Circle

Simon Sinek, 2009

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Three rings — Why at the centre, then How, then What. Inspiring organisations communicate inside-out: the Why is a cause or belief, the How is the distinctive way it gets realised, the What is the products that prove it. Articulate purpose before deciding messages.

Reach for it: When a brand can describe what it sells but not why it exists, or when messaging leads with features instead of belief.

Brand strategy

Jobs-to-be-Done

Clayton Christensen, Bob Moesta, Tony Ulwick, 2003-2016

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People hire products to make progress in a specific circumstance. Frame the job (functional, emotional, social), reconstruct real purchase timelines, and chart the four forces of a switch — push of the current situation, pull of the new, anxiety of the new, habit of the present. Aim the brand at underserved progress.

Reach for it: When you need to understand why customers actually buy or switch, or to find underserved needs a brand can own.

Brand strategy

Classic Positioning Statement

Ries & Trout, 1972-1981; template via Geoffrey Moore, 1991

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A brand competes for a slot in the prospect's mind, so define yourself relative to a category and an alternative before crafting any message: for [target] who [need], [brand] is the [category] that [benefit], unlike [alternative], because [reason to believe]. The discipline is sacrifice — one audience, one frame, one benefit.

Reach for it: When the audience, category frame or primary benefit is fuzzy and every downstream message needs one agreed reference point.

Ideation

A Technique for Producing Ideas

James Webb Young, 1940

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An idea is a new combination of old elements, and the ability to combine depends on seeing relationships. Five stages alternating effort and rest: gather raw material, chew it over, drop it completely, receive the idea unbidden, then rework it against reality.

Reach for it: When you need a genuinely fresh concept and can afford to work the material before forcing an answer.

Ideation

SCAMPER

Bob Eberle, 1971 (after Alex Osborn)

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Forced transformation: mutate an existing product, ritual or message through seven operations — Substitute, Combine, Adapt, Modify/Magnify, Put to another use, Eliminate, Reverse — generating candidate variations to screen. Replaces waiting for inspiration with exhaustive structured perturbation.

Reach for it: When you have an existing thing to improve or reinvent and want a fast, exhaustive spread of variations.

Ideation

Six Thinking Hats

Edward de Bono, 1985

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Parallel thinking: wear one mode at a time instead of arguing from positions. White = facts, Red = feelings, Black = risks, Yellow = benefits, Green = alternatives, Blue = process control. Sequences are composed per task, opening and closing with Blue.

Reach for it: When an idea needs balanced scrutiny, or a group must generate and evaluate together without ego-driven debate.

Ideation

Lateral Thinking / Provocation

Edward de Bono, 1967-1992

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Escape established patterns by constructing deliberately unreasonable statements (provocations, flagged 'po') via escape, reversal, exaggeration, distortion or wishful thinking — then use movement, not judgment, to travel from the provocation to a usable idea. Provocation without movement is worthless; the pairing is the method.

Reach for it: When conventional brainstorming keeps producing obvious ideas and you need to break the category's assumptions deliberately.

Ideation

Design Thinking (d.school)

Stanford d.school / IDEO lineage, mid-2000s

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Five modes treated as a loop: Empathize with real users, Define a pointed problem statement, Ideate widely against how-might-we questions, Prototype quickly, Test and let the results reframe the problem. User evidence over stakeholder opinion.

Reach for it: When the problem itself is fuzzy and human, and what gets made should be driven by user evidence.

Ideation

The Double Diamond

UK Design Council, 2004; relaunched 2019

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Two diamonds, each a divergence then a convergence: Discover and Define pin down the right problem; Develop and Deliver find and ship the right solution. Guards against jumping to solutions before the problem is agreed.

Reach for it: When teams risk solving before agreeing what the real problem is, or need a shared map for a full project.

Story

The Story Spine

Kenn Adams, 1991 (popularised via Pixar)

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An eight-line fill-in-the-blank scaffold from improv theatre that forces any material into a complete arc: an established routine, a disruption, a chain of consequences, a climax, and a changed new normal. Diagnostic as much as generative — a blank you cannot fill is a structural hole.

Reach for it: When you need a complete story shape fast from raw material, or to stress-test whether a narrative has real cause-and-effect.

Story

The Hero's Journey (Vogler)

Christopher Vogler, 1985/1992 (after Campbell)

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Campbell's monomyth compressed to a practical 12-stage template: a protagonist leaves a familiar world, crosses a threshold into a special world of trials, faces a central ordeal, and returns transformed with something to give. Works for any transformation narrative, with supporting characters as archetypal functions.

Reach for it: When a narrative centres on one protagonist undergoing real transformation — origin stories, founder journeys, customer arcs.

Story

Save the Cat Beat Sheet

Blake Snyder, 2005

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Fifteen named beats at proportional positions of the runtime, from Opening Image through Catalyst, Midpoint and All Is Lost to Final Image. Because beats are positioned by percentage, the sheet compresses cleanly to short-form — a 30-second cut still hits setup, catalyst, escalation, low point and resolution at the same proportions.

Reach for it: When you need reliable pacing under a fixed duration, or to diagnose why a cut drags.

Story

StoryBrand SB7

Donald Miller, 2017

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The customer, not the brand, is the hero: a character wants something, faces a problem (external, internal, philosophical), meets a guide (the brand) with empathy and authority, who gives them a plan and a call to action, ending in success and avoided failure. The completed grid is the messaging source of truth.

Reach for it: When brand or product messaging is confusing or self-centred — website rewrites, campaign platforms, pitch narratives.

Story

The But/Therefore Rule

Trey Parker & Matt Stone, 2011

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Read the beats aloud: if consecutive beats connect with 'and then', the story is a dead list of events; every junction should read as BUT (a complication reversing direction) or THEREFORE (a consequence caused by the previous beat). Converts chronology into causation in minutes.

Reach for it: As a fast audit whenever a draft, outline or edit feels flat or episodic — it diagnoses missing causation immediately.

Craft

The Vignelli Canonbeta

Massimo Vignelli, 2009

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Design as a disciplined language judged by three tests: semantics (research the subject until the design says something true), syntactics (the grammar — grids, type, structure, consistency), and pragmatics (is it understood and usable) — held to intangible standards of discipline, appropriateness, controlled ambiguity and timelessness.

Reach for it: Starting or reviewing identity, editorial or interface work where coherence and longevity matter more than novelty.

Craft

Previsualization (Zone System)beta

Ansel Adams & Fred Archer, 1940s

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Decide the finished image before capture, then work backwards through craft to guarantee it: visualize the final print, map the scene's tones onto an eleven-zone scale, place the key value on its intended zone and let the rest fall. The generalisable lesson: fix creative intent first, measure reality, close the gap with technique.

Reach for it: Before any capture or generation session where the result must match a predetermined look — intent before execution.