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Inventive Principles

Applying Inventive Principles is the simplest and most powerful technique in TRIZ. Applying these princples can solve any kind of contradiction in the world. They are so easy to use that a learner can start using them even after few hours of training/ practice. Principles are essential for each level of TRIZ worker, whether beginer or expert.

According to TRIZ all inventions are made out of the forty and only forty Inventive Principles. Althuller derived the Inventive Problems from a study on more than thousands and thousands of patents and inventive solutions. Applying these forty Principles can solve any kind of contradiction or inventive problem. Although the principles are derived mainly from the patents of engineering and technical field, they are found to be applicable on other fields (such as software, medical, social etc.) as well. Each principle gives an unique perception of the problem and helps brainstorming on solutions from that angle of perception.

The 40 Principles is one of the earliest technique of TRIZ. Many difficult problems are solved by simultaneous application of a combination of Principles. Some of the contemporary TRIZ researchers propose to add more principles to the list but so far there is no other popular principle set except Altshuller's original set of 40 principles.

List of 40 Principles
1. Segmentation
2. Extraction
3. Local quality
4. Asymmetry
5. Consolidation
6. Universality
7. Nesting principle
8. Counterweight
9. Prior counter-action
10. Prior action
11. Be prepared
12. Equipotentiality
13. Reverse
14. Spheroidality
15. Dynamicity
16. Partial or excessive action
17. Move to a new dimension
18. Mechanical vibration
19. Periodic action
20. Continuity of useful action
21. Rush through
22. Convert harm into benefit
23. Feedback
24. Mediator
25. Self-service
26. Copying
27. Cheap and short lived
28. Replacement of a mechanical system
29. Pneumatic or hydraulic construction
30. Flexible film or thin membranes
31. Porous material
32. Changing color
33. Homogeneity
34. Rejecting and regenerating parts
35. Parameter change
36. Phase transition
37. Application of heat expansion
38. Using strong oxidizers
39. Inert environment
40. Composite materials
How to apply the Principles in problem solving
It is very difficult to answer how to use principle in problem solving (a question similar to how to eat with a spoon). Different TRIZ practitioners may have their own style of using. However, some common way of using them are as follows.
  • Simple enumeration of Principles- Using this method you try to apply all principles one after the other. If principle seem to be useful in the context, select the principle and proceed further. The advantage of this method is you are testing the applicability of all the principles. Hence, no possibility is left out. If time is not a constraint, then this is the best method. The disadvantage is, one has to scan all 40 principles. This is a time consuming process and there is a possibility of being carried away by some principles which may not be useful.
  • Random application method- If you always try to apply the princples in a sequential order, there is possibility that you create a specific mindset and take certain things as granted. If you try to apply them in random (may be looking at a random number table) every time you apply, you think refresh. This method is as time consuming as the above (simple enumeration) method but more effective to eliminate the psychological inertia.
  • Formulate a contradiction and use only the selected principles with reference to Altshuller's contradiction matrix- This method is relatively less time consuming and more effective. You will apply only 2 or 4 princples to solve your contradiction, and your contradiction is solved. The disadvantage is, you are confined to only the princples reference by the contradiction matrix. Other principles are ignored, even if they propose effective solutions.
  • Formulate both direct and reverse contradictions and apply the princples from the matrix- In this method first you formulate the contradiction, suppose the contradiction is 27x12, then you apply the principles for 27x12 and the principles for 12x27 as well. This is not a regular method, but found to be useful in some cases.
  • The best method is a combination of all above. You formulate all contradictions, try with all principles refered by the contradiction matrix, besides try other princples as well. This is definitely more time consuming but definitely most effective.

Description of 40 Principles
Some TRIZ schools/ researchers propose to alter some of these principles, remove some principles and add few more to make the set suitable to specific field of application, although the majority go with these forty. The forty principles with their brief descriptions are as follows.
Principle 1. Segmentation
A. Divide an object into independent parts.
B. Make an object easy to assemble or disassemble.
C. Increase the degree of fragmentation or segmentation.
Principle 2. Taking out
A. Separate an interfering part or property from an object, or single out the only necessary part (or property) of an object.
Principle 3. Local quality
A. Change an object's structure from uniform to non-uniform
B. Change an external environment (or external influence) from uniform to non-uniform.
C. Make each part of an object function in conditions most suitable for its operation.
D. Make each part of an object fulfill a different and/or complementary useful function.
Principle 4. Asymmetry
A. Change the shape or properties of an object from symmetrical to asymmetrical.
B. Change the shape of an object to suit external asymmetries (e.g. ergonomic features)
C. If an object is asymmetrical, increase its degree of asymmetry.
Principle 5. Merging
A. Bring closer together (or merge) identical or similar objects or operations in space
B. Make objects or operations contiguous or parallel; bring them together in time.
Principle 6. Universality
A. Make a part or object perform multiple functions; eliminate the need for other parts.
Principle 7. "Nested doll"
A. Place one object inside another
B. Place multiple objects inside others.
C. Make one part pass (dynamically) through a cavity in the other.
Principle 8. Anti-weight
A. To compensate for the weight of an object, merge it with other objects that provide lift.
B. To compensate for the weight of an object, make it interact with the environment (e.g. use aerodynamic, hydrodynamic, buoyancy and other forces).
Principle 9. Preliminary anti-action
A. If it will be necessary to perform an action with both harmful and useful effects, this action should be replaced with anti-actions to control harmful effects.
B. Create beforehand stresses in an object that will oppose known undesirable working stresses later on.
Principle 10. Preliminary action
A. Perform, before it is needed, the required change of an object (either fully or partially).
B. Pre-arrange objects such that they can come into action from the most convenient place and without losing time for their delivery.
Principle 11. Beforehand cushioning
A. Prepare emergency means beforehand to compensate for the relatively low reliability of an object (‘belt and braces’)
Principle 12. Equipotentiality
A. If an object has to be raised or lowered, redesign the object’s environment so the need to raise or lower is eliminated or performed by the environment
Principle 13. 'The other way round'
A. Invert the action(s) used to solve the problem (e.g. instead of cooling an object, heat it).
B. Make movable parts (or the external environment) fixed, and fixed parts movable).
C. Turn the object (or process) 'upside down'.
Principle 14. Spheroidality - Curvature
A. Instead of using rectilinear parts, surfaces, or forms, use curvilinear ones; move from flat surfaces to spherical ones; from parts shaped as a cube (parallelepiped) to ball-shaped structures.
B. Use rollers, balls, spirals, domes.
C. Go from linear to rotary motion (or vice versa)
D. Use centrifugal forces.
Principle 15. Dynamics
A. Allow (or design) the characteristics of an object, external environment, or process to change to be optimal or to find an optimal operating condition.
B. Divide an object into parts capable of movement relative to each other.
C. If an object (or process) is rigid or inflexible, make it movable or adaptive.
D. Increase the degree of free motion
Principle 16. Partial or excessive actions
A. If 100 percent of an object is hard to achieve using a given solution method then, by using 'slightly less' or 'slightly more' of the same method, the problem may be considerably easier to solve.
Principle 17. Another dimension
A. If an object contains or moves in a straight line, consider use of dimensions or movement outside the line.
B. If an object contains or moves in a plane, consider use of dimensions or movement outside the current plane.
C. Use a multi-storey arrangement of objects instead of a single-storey arrangement.
D. Tilt or re-orient the object, lay it on its side.
E. Use 'another side' of a given area.
Principle 18. Mechanical vibration
A. Cause an object to oscillate or vibrate.
B. Increase its frequency (even up to the ultrasonic).
C. Use an object's resonant frequency.
D. Use piezoelectric vibrators instead of mechanical ones.
E. Use combined ultrasonic and electromagnetic field oscillations.
Principle 19. Periodic action
A. Instead of continuous action, use periodic or pulsating actions.
B. If an action is already periodic, change the periodic magnitude or frequency.
C. Use pauses between actions to perform a different action.
Principle 20. Continuity of useful action
A. Carry on work continuously; make all parts of an object work at full load or optimum efficiency, all the time.
B. Eliminate all idle or intermittent actions or work.
Principle 21. Skipping
A. Conduct a process , or certain stages (e.g. destructible, harmful or hazardous operations) at high speed.
Principle 22. "Blessing in disguise" or "Turn Lemons into Lemonade"
A. Use harmful factors (particularly, harmful effects of the environment or surroundings) to achieve a positive effect.
B. Eliminate the primary harmful action by adding it to another harmful action to resolve the problem.
C. Amplify a harmful factor to such a degree that it is no longer harmful.
Principle 23. Feedback
A. Introduce feedback (referring back, cross-checking) to improve a process or action.
B. If feedback is already used, change its magnitude or influence in accordance with operating conditions.
Principle 24. 'Intermediary'
A. Use an intermediary carrier article or intermediary process.
B. Merge one object temporarily with another (which can be easily removed).
Principle 25. Self-service
A. Make an object serve or organise itself by performing auxiliary helpful functions
B. Use waste resources, energy, or substances.
Principle 26. Copying
A. Instead of an unavailable, expensive, fragile object, use simpler and inexpensive copies.
B. Replace an object, or process with optical copies.
C. If visible optical copies are already used, move to infrared or ultraviolet copies.
Principle 27. Cheap short-living objects
A. Replace an expensive object with a multiple of inexpensive objects, compromising certain qualities, such as service life.
Principle 28 Mechanics substitution
A. Replace a mechanical means with a sensory (optical, acoustic, taste or smell) means.
B. Use electric, magnetic and electromagnetic fields to interact with the object.
C. Change from static to movable fields, from unstructured fields to those having structure.
D. Use fields in conjunction with field-activated (e.g. ferromagnetic) particles.
Principle 29. Pneumatics and hydraulics
A. Use gas and liquid parts of an object instead of solid parts (e.g. inflatable, filled with liquids, air cushion, hydrostatic, hydro-reactive).
Principle 30. Flexible shells and thin films
A. Use flexible shells and thin films instead of three dimensional structures
B. Isolate the object from the external environment using flexible shells and thin films.
Principle 31. Porous materials
A. Make an object porous or add porous elements (inserts, coatings, etc.).
B. If an object is already porous, use the pores to introduce a useful substance or function.
Principle 32. Colour changes
A. Change the colour of an object or its external environment.
B. Change the transparency of an object or its external environment.
C. In order to improve observability of things that are difficult to see, use coloured additives or luminescent elements
D. Change the emissivity properties of an object subject to radiant heating
Principle 33. Homogeneity
A. Make objects interacting with a given object of the same material (or material with identical properties).
Principle 34. Discarding and recovering
A. Make portions of an object that have fulfilled their functions go away (discard by dissolving, evaporating, etc.) or modify these directly during operation.
B. Conversely, restore consumable parts of an object directly in operation.
Principle 35. Parameter changes
A. Change an object's physical state (e.g. to a gas, liquid, or solid).
B. Change the concentration or consistency.
C. Change the degree of flexibility.
D. Change the temperature.
E. Change the pressure.
F. Change other parameters
Principle 36. Phase transitions
A. Use phenomena occurring during phase transitions (e.g. volume changes, loss or absorption of heat, etc.).
Principle 37. Thermal expansion
A. Use thermal expansion (or contraction) of materials.
B. If thermal expansion is being used, use multiple materials with different coefficients of thermal expansion.
Principle 38. Strong oxidants
A. Replace common air with oxygen-enriched air.
B. Replace enriched air with pure oxygen.
C. Expose air or oxygen to ionizing radiation.
D. Use ionized oxygen.
E. Replace ozonized (or ionized) oxygen with ozone.
Principle 39. Inert atmosphere
A. Replace a normal environment with an inert one.
B. Add neutral parts, or inert additives to an object.
Principle 40. Composite materials
A. Change from uniform to composite (multiple) materials where each material is tuned to a particular functional requirement.
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