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// framework

TRIZ

Genrich Altshuller, 1946–1969

TRIZ is a systematic innovation methodology built from analysis of 200,000 patents that identifies and resolves the contradictions at the heart of hard creative problems — without compromise.

// description

TRIZ (the Russian acronym for Theory of Inventive Problem Solving) is a systematic innovation methodology built on the analysis of hundreds of thousands of patents. Altshuller discovered that inventive solutions tend to follow a small number of recurring patterns and that most technical problems involve contradictions: improving one parameter worsens another. TRIZ provides a matrix of 40 inventive principles and a structured process for identifying and resolving these contradictions without compromise.

// history

Genrich Altshuller, a Soviet engineer and inventor, began developing TRIZ in 1946 while working as a patent examiner for the Soviet Navy. He studied over 200,000 patents to extract common principles of inventive problem-solving. His work drew official disapproval and he was imprisoned in a Siberian labor camp from 1950 to 1954. After release, he continued refining TRIZ and published his findings beginning with Algorithm of Invention in 1969. The methodology spread internationally after the fall of the Soviet Union and is now used by companies including Samsung, Intel, and P&G.

// example

A KDP publisher faces a contradiction: buyers want a highly specialised, detailed planner (more content = more value) but also want a slim, portable size (more content = thicker, heavier book). TRIZ's "segmentation" principle suggests separating the two requirements across time rather than space: a slim daily carry notebook paired with a downloadable digital companion that holds the detailed reference content. The physical product stays thin and portable; the digital companion delivers depth. The contradiction is resolved without compromise.

// katharyne's take

TRIZ is more advanced than most creators need day-to-day, but the core concept of "contradiction resolution" is genuinely useful. Whenever you're stuck on a product problem that feels like a genuine either/or — "customers want X but X prevents Y" — TRIZ is worth a look. The 40 inventive principles are widely listed online and several apply directly to information products and digital content. The "segmentation" and "prior action" principles alone have changed how I think about structuring digital products.

// creative uses
// quick actions
// prompt ideas
I'm facing a product contradiction in my [KDP / Etsy / digital product] business: I want [improvement A] but achieving it causes [problem B]. Frame this as a TRIZ technical contradiction and suggest which of the 40 inventive principles are most relevant to resolving it without simply accepting the trade-off. Give me 3 concrete approaches based on those principles.
Help me apply the TRIZ "segmentation" principle to this digital product design problem: [describe your product and the tension — e.g. customers want comprehensive reference content but also want something quick and simple to use]. Suggest 3 ways to separate the conflicting requirements across format, time, or delivery channel so both needs are met.
Here is a recurring tension in my creator business: [describe it — e.g. I need to produce more content to grow but more content reduces my quality]. Using TRIZ thinking, identify whether this is a physical or technical contradiction, then suggest principles from the TRIZ 40 that could help me escape the either/or trap entirely.
See also: Morphological Analysis · Assumption Reversal · Lateral Thinking
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