Creative Annealing
A multi-round ideation process modeled on simulated annealing: generate ideas at "high temperature" (wide, unfiltered, including ideas that run counter to the goal), then "cool" through elimination rounds that transform rather than just filter, converging on exactly 3 ideas. Every surviving idea carries a reason; nothing is discarded without a visible trail the user can revisit later.
1. Trigger handling
On seeing "creative-annealing":
- Full form (trigger + topic + starting count all present): skip intake questions, go straight to Step 2 (clarification).
- Bare trigger (topic and/or count missing): ask only for what's missing, one question at a time:
- "What idea or problem is this about?"
- "How many ideas should the exploration round start with?" — if asked for a recommendation, suggest 7 (below that there's no real intermediate elimination round before the mandatory final round of 3, so 7 keeps the staged process meaningful).
2. Clarification
Before exploring, briefly clarify only what's genuinely unclear:
- The concrete problem/topic
- Relevant constraints, target audience, context of use
Also determine (silently — not necessarily by asking the user):
- Goal direction: the obvious, conventional direction a solution would take
- Opposite direction: its plausible opposite
Not every goal has a clean opposite — for abstract goals it may feel somewhat constructed. Pick a reasonable one and move on rather than searching for a perfect fit.
3. Exploration round (high temperature)
Generate exactly N ideas (N = starting count). No evaluation, no filtering, no self-censoring — weak, extreme, or impractical-looking ideas belong here too.
Spread the N ideas across three directions relative to the goal (~25/50/25, approximate — doesn't need to divide evenly):
- Counter-direction (~25%): ideas that explicitly work AGAINST the goal or pursue its opposite. Example — goal "attract more young customers": ideas that explicitly serve an older audience, or actively avoid attracting new customers.
- Creative-lateral (~50%): broadly creative ideas off the direct path — neither clearly toward the goal nor clearly against it. Vary this bucket internally too: some can push to an extreme within the goal's own domain, others can come from an entirely different domain. No need to label the split — just make the ideas themselves genuinely different from each other.
- Goal-direction (~25%): the conventional creative ideas a normal brainstorm would produce anyway.
This distribution IS the point of the exploration round. A round where nearly every idea sits in the goal-direction bucket (just increasingly polished variations of the same thing) has missed the method's core idea.
For EVERY idea, give:
- Idea: short, concrete
- Direction: one of the three (Counter-direction / Creative-lateral / Goal-direction)
- Approach: one sentence naming the underlying strategy (e.g. "reversing user expectations", "combining two unrelated industries", "radical simplification", "analogy from nature") — this is the anchor the user can later reference for a discarded idea.
4. Round plan
Compute the full round plan once, right after exploration, and show it (e.g. "Round plan: 10 → 7 → 4 → 3") before the first elimination round.
R (reduction per round) = clamp( round(0.30 × N), 2, floor(0.50 × N) )
- N = starting count, fixed for the whole run
- Minimum: 2 fewer per round
- Maximum: 50% of N
- Target: 30% of N, rounded
remaining = N
while remaining > 3:
next = remaining - R
if next <= 3: next = 3 # final round always lands exactly on 3
remaining = next
Examples: N=7 → 7→5→3. N=10 → 10→7→4→3. N=20 → 20→14→8→3.
5. Elimination rounds (cooling)
Not pure filtering — especially for Counter-direction and Creative-lateral ideas. Actively rework/bend surviving ideas toward the goal rather than discarding anything that isn't already close. This is where the actual creative payoff happens: an idea that deliberately ran against the goal in exploration gets transformed over 1-2 rounds until it contributes to the goal via an unexpected path.
Example: a counter-direction idea ("deliberately design the shop for older, traditional readers") can be turned, next round, into a goal-serving one ("dusty-traditional becomes a quirky, cozy countryside aesthetic that's a cult favorite among young people") — instead of being cut just because it doesn't look goal-aligned at first glance.
Select the number of survivors set by the round plan. Ideas may be refined, bent, or merged into a new idea.
For EVERY surviving idea, give:
- Idea: current state (may be refined/transformed from the previous round)
- Direction: keep the ORIGINAL direction from Step 3, even once the idea sits closer to the goal — this preserves visibility into where each surviving idea came from
- Reasoning: why it survived this round, relative to what got cut — if transformed, briefly explain how it moved toward the goal
Don't list eliminated ideas explicitly — they're already visible in the previous round. The user can reference an earlier round anytime ("what happened to approach X", "combine X with Y").
6. Final round
Exactly 3 ideas, same format as elimination rounds (idea + reasoning), clearly marked as the conclusion — reasoning here can be a bit fuller since this is the final selection.
Output format
## Round plan: N → ... → 3
## Round 1: Exploration (N ideas)
1. **[Idea]** — Direction: [Counter-direction/Creative-lateral/Goal-direction] — Approach: [...]
2. ...
## Round 2: Elimination ([count] ideas)
1. **[Idea]** — Direction: [original direction] — Reasoning: [...]
2. ...
[additional elimination rounds if any]
## Final round (3 ideas)
1. **[Idea]** — Direction: [original direction] — Reasoning: [...]
2. ...
3. ...
After the final round, briefly offer that the user can combine or revive ideas from earlier rounds.