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Concept

Creative Phases

Creative phases are the distinct stages of creative work, chiefly generating raw material and then shaping and judging it, and they work best when you run them separately rather than at the same time.

Creative work isn't one activity. It's at least two. In the generating phase, the job is volume: rough, flawed, even silly options. In the evaluating phase, you compare, cut and refine. Trouble starts when you try to do both at once. The inner critic is faster than the inner maker. It compares a half-written line to the finished work of someone you admire, and the line loses. If that happens every session, you eventually stop starting. In The Creative Act, Rick Rubin describes the process as seeds, experimentation, crafting and completion, and each stage calls for its own posture. Early phases reward curiosity and openness. Later ones reward rigor. Separating the phases doesn't lower your standards. It schedules them, so ideas have time to show their potential before anyone judges them.

A real-life example

Maya, a product designer, has one morning to rethink an app's sign-up screen. Her first attempt stalls because she erases every sketch within a minute for looking amateur. So she splits the work. From 9:00 to 9:30 she sketches under one rule: no erasing, and at least twelve versions. She ends up with seventeen, mostly clumsy. After lunch she reviews them cold and combines two odd ideas. That hybrid tests best with users.

How to use it

  1. 1Set a 20-minute timer and only generate. No deleting, fixing or comparing.
  2. 2Set a quantity target instead of a quality target, such as 'at least 15 options', and write down the bad ones too.
  3. 3Move evaluation to a separate session, ideally the next day. Bring the critic in then and refine your best 2–3 options.