IdeaWave – Riding the Creative Tide
What if brainstorming didn’t have to feel like pulling teeth? What if it could be as fun and unpredictable as a game of cards?
/ The Spark: Where It All Began
What if brainstorming didn’t have to feel like pulling teeth? What if it could be as fun and unpredictable as a game of cards?
IdeaWave was born out of a simple yet powerful idea: to turn the often chaotic and uneven process of brainstorming into a structured, collaborative, and fun experience. As part of a team of designers and researchers, I helped create a card game that not only generates ideas but also ensures every voice is heard.
The project began in a Design Thinking course at Purdue University, where we observed students struggling with traditional brainstorming methods. Outspoken individuals dominated the conversation, while others stayed silent. Ideas were either too safe or too scattered. We knew there had to be a better way and that’s when IdeaWave started to take shape.

/ The Challenge: Why Brainstorming Needed a Makeover
Picture this: a room full of students, each with brilliant ideas, but only a few voices dominating the conversation. The rest? Too shy to speak up, or stuck in a creative rut.
Through ethnographic observations in a Design Thinking class (TECHI20), we saw firsthand the pain points of traditional brainstorming:
Unequal Participation: Only the loudest voices were heard.
Creative Blocks: Students struggled to think outside the box.
Lack of Structure: Ideas were often disjointed or repetitive.
We also conducted semi-structured interviews with UX students and instructors, who confirmed our observations.

One student shared, "Brainstorming feels like a race to speak first, and if you’re not quick, your ideas get lost."
This was our opportunity to create something better - a tool that would make brainstorming engaging, inclusive, and effective.
/ The Journey: From Micro-Ideation Device to Card Game
We started with a wild idea: a micro-ideation device that used lights and sounds to moderate brainstorming. But after diving into research, we realized that the real magic lay in something simpler - cards.
Exploration Phase
We began with a literature review, exploring existing brainstorming tools like IDEO Method Cards, Workshop Tactics, and digital platforms like Figjam and Miro. We also studied brainstorming techniques like Crazy 8s, Reverse Brainstorming, and Starbursting.

Our initial concept was a micro-ideation device, but after testing and feedback, we pivoted to a card-based game. Why? Cards are portable, easy to randomize, and inherently interactive—perfect for fostering creativity and collaboration.
Pivots & Prototypes
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Prototype 1: We started with sticky notes and basic card categories. The goal was to test the core mechanics: idea generation, critique, and collaboration.
Prototype 2: We introduced an ocean theme and color-coded cards for better usability. This version was tested with TECHI20 students, who loved the theme but found the instructions unclear.
Prototype 3: We refined the gameplay, added an instruction sheet, and tested with graduate students. Feedback highlighted the need for clearer card descriptions and a more satisfying conclusion to the game.
Prototype 4 (Final): We finalized the card design, gameplay rules, and introduced five distinct card categories with color coding:
Green (Yes Cards): Build on ideas with "Yes, and" or "Yes, but."
Red (Wild Cards): Add unpredictability with prompts like "Sketch It Out" or "Reverse Brainstorming."
Purple & White (Brainy Deck): Structured brainstorming techniques like SCAMPER and Starbursting.
Yellow (Idea Cards): Pitch new ideas.
Orange (Ice Breakers): Warm up the team with fun introductions.
Testing & Feedback
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We conducted 5 evaluation sessions with undergraduate students, UX graduate students, and CGT students. Key feedback included:
Color coding improved clarity.
Players enjoyed the gamified elements but needed clearer instructions.
Sketching and wild cards were particularly engaging.
Each round of testing brought new insights, and we iterated relentlessly to refine the game.
/ The Solution: How IdeaWave Works
Here’s how it works: Players draw cards, pitch ideas, and build on each other’s thoughts using ‘Yes, and’ or ‘Yes, but’ prompts. Wild cards like ‘Sketch It Out’ or ‘Reverse Brainstorming’ keep the energy high and the ideas flowing.
Gameplay Breakdown
Setup: Gather up to 5 players. Each player gets 1 Idea Card, 4 Yes Cards, and 2 Wild Cards.
Ice Breakers: Start with an optional Ice Breaker Card to warm up the team.
Idea Generation: Players take turns pitching ideas using Idea Cards.
Collaboration: Use Yes Cards to build on or critique ideas.
Wild Cards: Add excitement with challenges like "Sketch It Out" or "Reverse Brainstorming."
Brainy Deck: When a Brainstorm Card is drawn, the team chooses between generating new ideas or organizing existing ones.
Game End: The game ends when a player runs out of cards or the team decides to wrap up.
Card Categories
Ice Breaker Cards: Help team members get acquainted.
Idea Cards: Encourage players to pitch unique ideas.
Yes Cards: Facilitate constructive feedback with "Yes, and" or "Yes, but" prompts.
Wild Cards: Challenge players to think outside the box.
Brainy Deck: Provides structured brainstorming techniques.
/ The Impact: Waves of Creativity
"IdeaWave didn’t just generate ideas—it transformed the way teams brainstormed. Students who were once silent became active participants, and wild, out-of-the-box ideas became the norm."
Outcomes
Increased Participation: Every team member had a chance to contribute, thanks to the structured gameplay.
Enhanced Creativity: Wild cards and brainstorming techniques pushed players to think differently.
Positive Feedback: Testers loved the game’s engagement and ease of use. One student said, "It’s like brainstorming, but fun!"
Recognition
IdeaWave was showcased at the Purdue Design Expo 2024, where it caught the attention of professors, PhD students, and industry experts. We even received offers to expand the game for use in design and business classes.
/ The Future: Where the Tide Takes Us
"IdeaWave is just the beginning. We’re exploring ways to integrate digital tools, like a Chrome extension for idea documentation, and refining the gameplay based on feedback from game design experts."
Next Steps
More Testing: Conduct additional evaluation sessions with Game Design students to refine gameplay mechanics.
Digital Integration: Develop a Chrome extension or physical toolkit for in-situ idea documentation.
Vision
"Our goal is to make IdeaWave a staple in classrooms, boardrooms, and creative spaces everywhere - because every great idea deserves a chance to rise."
/ Reflection: Lessons from the Creative Tide
Working on IdeaWave taught me the power of iteration and the importance of listening to users. It wasn’t just about designing a game - it was about creating a tool that empowers people to think boldly and collaboratively.
Key Takeaways
Simplicity is Key: Sometimes, the simplest solutions—like a deck of cards—can have the biggest impact.
User Feedback is Gold: Every round of testing brought new insights that shaped the game.
Collaboration is Everything: Great ideas come from diverse perspectives and teamwork.
IdeaWave – Riding the Creative Tide
What if brainstorming didn’t have to feel like pulling teeth? What if it could be as fun and unpredictable as a game of cards?
/ The Spark: Where It All Began
What if brainstorming didn’t have to feel like pulling teeth? What if it could be as fun and unpredictable as a game of cards?
IdeaWave was born out of a simple yet powerful idea: to turn the often chaotic and uneven process of brainstorming into a structured, collaborative, and fun experience. As part of a team of designers and researchers, I helped create a card game that not only generates ideas but also ensures every voice is heard.
The project began in a Design Thinking course at Purdue University, where we observed students struggling with traditional brainstorming methods. Outspoken individuals dominated the conversation, while others stayed silent. Ideas were either too safe or too scattered. We knew there had to be a better way and that’s when IdeaWave started to take shape.

/ The Challenge: Why Brainstorming Needed a Makeover
Picture this: a room full of students, each with brilliant ideas, but only a few voices dominating the conversation. The rest? Too shy to speak up, or stuck in a creative rut.
Through ethnographic observations in a Design Thinking class (TECHI20), we saw firsthand the pain points of traditional brainstorming:
Unequal Participation: Only the loudest voices were heard.
Creative Blocks: Students struggled to think outside the box.
Lack of Structure: Ideas were often disjointed or repetitive.
We also conducted semi-structured interviews with UX students and instructors, who confirmed our observations.

One student shared, "Brainstorming feels like a race to speak first, and if you’re not quick, your ideas get lost."
This was our opportunity to create something better - a tool that would make brainstorming engaging, inclusive, and effective.
/ The Journey: From Micro-Ideation Device to Card Game
We started with a wild idea: a micro-ideation device that used lights and sounds to moderate brainstorming. But after diving into research, we realized that the real magic lay in something simpler - cards.
Exploration Phase
We began with a literature review, exploring existing brainstorming tools like IDEO Method Cards, Workshop Tactics, and digital platforms like Figjam and Miro. We also studied brainstorming techniques like Crazy 8s, Reverse Brainstorming, and Starbursting.

Our initial concept was a micro-ideation device, but after testing and feedback, we pivoted to a card-based game. Why? Cards are portable, easy to randomize, and inherently interactive—perfect for fostering creativity and collaboration.
Pivots & Prototypes

Prototype 1: We started with sticky notes and basic card categories. The goal was to test the core mechanics: idea generation, critique, and collaboration.
Prototype 2: We introduced an ocean theme and color-coded cards for better usability. This version was tested with TECHI20 students, who loved the theme but found the instructions unclear.
Prototype 3: We refined the gameplay, added an instruction sheet, and tested with graduate students. Feedback highlighted the need for clearer card descriptions and a more satisfying conclusion to the game.
Prototype 4 (Final): We finalized the card design, gameplay rules, and introduced five distinct card categories with color coding:
Green (Yes Cards): Build on ideas with "Yes, and" or "Yes, but."
Red (Wild Cards): Add unpredictability with prompts like "Sketch It Out" or "Reverse Brainstorming."
Purple & White (Brainy Deck): Structured brainstorming techniques like SCAMPER and Starbursting.
Yellow (Idea Cards): Pitch new ideas.
Orange (Ice Breakers): Warm up the team with fun introductions.
Testing & Feedback

We conducted 5 evaluation sessions with undergraduate students, UX graduate students, and CGT students. Key feedback included:
Color coding improved clarity.
Players enjoyed the gamified elements but needed clearer instructions.
Sketching and wild cards were particularly engaging.
Each round of testing brought new insights, and we iterated relentlessly to refine the game.
/ The Solution: How IdeaWave Works
Here’s how it works: Players draw cards, pitch ideas, and build on each other’s thoughts using ‘Yes, and’ or ‘Yes, but’ prompts. Wild cards like ‘Sketch It Out’ or ‘Reverse Brainstorming’ keep the energy high and the ideas flowing.
Gameplay Breakdown
Setup: Gather up to 5 players. Each player gets 1 Idea Card, 4 Yes Cards, and 2 Wild Cards.
Ice Breakers: Start with an optional Ice Breaker Card to warm up the team.
Idea Generation: Players take turns pitching ideas using Idea Cards.
Collaboration: Use Yes Cards to build on or critique ideas.
Wild Cards: Add excitement with challenges like "Sketch It Out" or "Reverse Brainstorming."
Brainy Deck: When a Brainstorm Card is drawn, the team chooses between generating new ideas or organizing existing ones.
Game End: The game ends when a player runs out of cards or the team decides to wrap up.
Card Categories
Ice Breaker Cards: Help team members get acquainted.
Idea Cards: Encourage players to pitch unique ideas.
Yes Cards: Facilitate constructive feedback with "Yes, and" or "Yes, but" prompts.
Wild Cards: Challenge players to think outside the box.
Brainy Deck: Provides structured brainstorming techniques.
/ The Impact: Waves of Creativity
"IdeaWave didn’t just generate ideas—it transformed the way teams brainstormed. Students who were once silent became active participants, and wild, out-of-the-box ideas became the norm."
Outcomes
Increased Participation: Every team member had a chance to contribute, thanks to the structured gameplay.
Enhanced Creativity: Wild cards and brainstorming techniques pushed players to think differently.
Positive Feedback: Testers loved the game’s engagement and ease of use. One student said, "It’s like brainstorming, but fun!"
Recognition
IdeaWave was showcased at the Purdue Design Expo 2024, where it caught the attention of professors, PhD students, and industry experts. We even received offers to expand the game for use in design and business classes.
/ The Future: Where the Tide Takes Us
"IdeaWave is just the beginning. We’re exploring ways to integrate digital tools, like a Chrome extension for idea documentation, and refining the gameplay based on feedback from game design experts."
Next Steps
More Testing: Conduct additional evaluation sessions with Game Design students to refine gameplay mechanics.
Digital Integration: Develop a Chrome extension or physical toolkit for in-situ idea documentation.
Vision
"Our goal is to make IdeaWave a staple in classrooms, boardrooms, and creative spaces everywhere - because every great idea deserves a chance to rise."
/ Reflection: Lessons from the Creative Tide
Working on IdeaWave taught me the power of iteration and the importance of listening to users. It wasn’t just about designing a game - it was about creating a tool that empowers people to think boldly and collaboratively.
Key Takeaways
Simplicity is Key: Sometimes, the simplest solutions—like a deck of cards—can have the biggest impact.
User Feedback is Gold: Every round of testing brought new insights that shaped the game.
Collaboration is Everything: Great ideas come from diverse perspectives and teamwork.
IdeaWave – Riding the Creative Tide
What if brainstorming didn’t have to feel like pulling teeth? What if it could be as fun and unpredictable as a game of cards?
/ The Spark: Where It All Began
What if brainstorming didn’t have to feel like pulling teeth? What if it could be as fun and unpredictable as a game of cards?
IdeaWave was born out of a simple yet powerful idea: to turn the often chaotic and uneven process of brainstorming into a structured, collaborative, and fun experience. As part of a team of designers and researchers, I helped create a card game that not only generates ideas but also ensures every voice is heard.
The project began in a Design Thinking course at Purdue University, where we observed students struggling with traditional brainstorming methods. Outspoken individuals dominated the conversation, while others stayed silent. Ideas were either too safe or too scattered. We knew there had to be a better way and that’s when IdeaWave started to take shape.

/ The Challenge: Why Brainstorming Needed a Makeover
Picture this: a room full of students, each with brilliant ideas, but only a few voices dominating the conversation. The rest? Too shy to speak up, or stuck in a creative rut.
Through ethnographic observations in a Design Thinking class (TECHI20), we saw firsthand the pain points of traditional brainstorming:
Unequal Participation: Only the loudest voices were heard.
Creative Blocks: Students struggled to think outside the box.
Lack of Structure: Ideas were often disjointed or repetitive.
We also conducted semi-structured interviews with UX students and instructors, who confirmed our observations.

One student shared, "Brainstorming feels like a race to speak first, and if you’re not quick, your ideas get lost."
This was our opportunity to create something better - a tool that would make brainstorming engaging, inclusive, and effective.
/ The Journey: From Micro-Ideation Device to Card Game
We started with a wild idea: a micro-ideation device that used lights and sounds to moderate brainstorming. But after diving into research, we realized that the real magic lay in something simpler - cards.
Exploration Phase
We began with a literature review, exploring existing brainstorming tools like IDEO Method Cards, Workshop Tactics, and digital platforms like Figjam and Miro. We also studied brainstorming techniques like Crazy 8s, Reverse Brainstorming, and Starbursting.

Our initial concept was a micro-ideation device, but after testing and feedback, we pivoted to a card-based game. Why? Cards are portable, easy to randomize, and inherently interactive—perfect for fostering creativity and collaboration.
Pivots & Prototypes

Prototype 1: We started with sticky notes and basic card categories. The goal was to test the core mechanics: idea generation, critique, and collaboration.
Prototype 2: We introduced an ocean theme and color-coded cards for better usability. This version was tested with TECHI20 students, who loved the theme but found the instructions unclear.
Prototype 3: We refined the gameplay, added an instruction sheet, and tested with graduate students. Feedback highlighted the need for clearer card descriptions and a more satisfying conclusion to the game.
Prototype 4 (Final): We finalized the card design, gameplay rules, and introduced five distinct card categories with color coding:
Green (Yes Cards): Build on ideas with "Yes, and" or "Yes, but."
Red (Wild Cards): Add unpredictability with prompts like "Sketch It Out" or "Reverse Brainstorming."
Purple & White (Brainy Deck): Structured brainstorming techniques like SCAMPER and Starbursting.
Yellow (Idea Cards): Pitch new ideas.
Orange (Ice Breakers): Warm up the team with fun introductions.
Testing & Feedback

We conducted 5 evaluation sessions with undergraduate students, UX graduate students, and CGT students. Key feedback included:
Color coding improved clarity.
Players enjoyed the gamified elements but needed clearer instructions.
Sketching and wild cards were particularly engaging.
Each round of testing brought new insights, and we iterated relentlessly to refine the game.
/ The Solution: How IdeaWave Works
Here’s how it works: Players draw cards, pitch ideas, and build on each other’s thoughts using ‘Yes, and’ or ‘Yes, but’ prompts. Wild cards like ‘Sketch It Out’ or ‘Reverse Brainstorming’ keep the energy high and the ideas flowing.
Gameplay Breakdown
Setup: Gather up to 5 players. Each player gets 1 Idea Card, 4 Yes Cards, and 2 Wild Cards.
Ice Breakers: Start with an optional Ice Breaker Card to warm up the team.
Idea Generation: Players take turns pitching ideas using Idea Cards.
Collaboration: Use Yes Cards to build on or critique ideas.
Wild Cards: Add excitement with challenges like "Sketch It Out" or "Reverse Brainstorming."
Brainy Deck: When a Brainstorm Card is drawn, the team chooses between generating new ideas or organizing existing ones.
Game End: The game ends when a player runs out of cards or the team decides to wrap up.
Card Categories
Ice Breaker Cards: Help team members get acquainted.
Idea Cards: Encourage players to pitch unique ideas.
Yes Cards: Facilitate constructive feedback with "Yes, and" or "Yes, but" prompts.
Wild Cards: Challenge players to think outside the box.
Brainy Deck: Provides structured brainstorming techniques.
/ The Impact: Waves of Creativity
"IdeaWave didn’t just generate ideas—it transformed the way teams brainstormed. Students who were once silent became active participants, and wild, out-of-the-box ideas became the norm."
Outcomes
Increased Participation: Every team member had a chance to contribute, thanks to the structured gameplay.
Enhanced Creativity: Wild cards and brainstorming techniques pushed players to think differently.
Positive Feedback: Testers loved the game’s engagement and ease of use. One student said, "It’s like brainstorming, but fun!"
Recognition
IdeaWave was showcased at the Purdue Design Expo 2024, where it caught the attention of professors, PhD students, and industry experts. We even received offers to expand the game for use in design and business classes.
/ The Future: Where the Tide Takes Us
"IdeaWave is just the beginning. We’re exploring ways to integrate digital tools, like a Chrome extension for idea documentation, and refining the gameplay based on feedback from game design experts."
Next Steps
More Testing: Conduct additional evaluation sessions with Game Design students to refine gameplay mechanics.
Digital Integration: Develop a Chrome extension or physical toolkit for in-situ idea documentation.
Vision
"Our goal is to make IdeaWave a staple in classrooms, boardrooms, and creative spaces everywhere - because every great idea deserves a chance to rise."
/ Reflection: Lessons from the Creative Tide
Working on IdeaWave taught me the power of iteration and the importance of listening to users. It wasn’t just about designing a game - it was about creating a tool that empowers people to think boldly and collaboratively.
Key Takeaways
Simplicity is Key: Sometimes, the simplest solutions—like a deck of cards—can have the biggest impact.
User Feedback is Gold: Every round of testing brought new insights that shaped the game.
Collaboration is Everything: Great ideas come from diverse perspectives and teamwork.