Einstellungen
T T
Mit diesem Knopf kannst du die Regler so einstellen, wie sie ursprünglich waren:
 

Notifications

No notifications.
Vorschau
(Keine Nachricht)

Back to list

Disney Method

The Disney Method is a creativity technique inspired by Walt Disney’s approach to imaginative thinking. It structures the creative process into three distinct mindsets: Dreamers develop visionary ideas, Realists plan their implementation, and Critics identify potential weaknesses. By deliberately switching between these perspectives, teams can generate ideas that are both original and feasible.

Organisation

  • Duration
    Medium (about 30-60 minutes)
  • Complexity
    Simple
  • Group size
    1 to 5 persons

This activity is suitable online.

Description Long

The Disney Method was formalised by Robert Dilts in 1994 and is based on Walt Disney’s approach to creative problem-solving. Disney was known for turning imaginative visions into achievable projects by viewing ideas from multiple perspectives. The method follows a three-stage model with parallel modes of thinking to generate, evaluate, critique, and refine ideas. This creative process builds a bridge between fantasy and reality, allowing new concepts to emerge and workable solutions to be found for existing challenges. The Disney Method supports the development of realistic outcomes from dreamlike ideas – especially when those ideas initially appear unfeasible.

1. Dreamers (Visionaries)

  • generate visionary ideas without concern for feasibility or obstacles.
  • Possible questions: What would be possible if anything were achievable? What revolutionary ideas can we imagine?

2. Realists (Planners)

  • structure and concretise the dreamers’ ideas.
  • Possible questions: How could this be implemented? What resources would be needed?

3. Critics (Analysts)

  • examine the idea for weaknesses, risks, and potential challenges.
  • Possible questions: What problems might arise? What could cause it to fail?

Illustration

Preparation

  • Create a Dream Zone. It should be inviting and include all the materials the group might need.
  • The Reality Zone should feel less cosy and more functional. It should also contain all the tools required to test and plan ideas.
  • The Critique Zone should be as small and uncomfortable as possible – designed to provoke honest feedback. No one should feel like staying there for long.
  • Online: You may need to settle for simply using three separate private breakout rooms that can be entered one after the other. These may not be customisable in terms of setting.

Execution

  1. The process begins in the Dream Zone. Participants are encouraged to be enthusiastic and to generate ideas without limitations.
  2. Next, they select the most promising ideas and move to the Reality Zone, where they test them against real-world constraints. Ideas that don’t hold up are sent back to the Dream Zone for revision.
  3. Then, the ideas are subjected to critical analysis in the Critique Zone.
  4. Ideas that successfully pass through both the Reality and Critique Zones are selected for further development.

Hints from experience

  • Larger groups can be divided into teams for each zone.
  • Clear rules should be defined for each zone.
  • Zones can be made more distinct by having participants physically change location – for example, by moving into different rooms.

Tools list

  • Labeling plates
  • Pencils, board markers
  • Computer/Laptop

References

Dilts, R. (1994). Strategies of genius. Capitola, CA: Meta Publications.

Elmansy, R. (2015). Disney's Creative Strategy: The Dreamer, The Realist and The Critic - Designorate. Designorate. Retrieved 5 August 2015, from http://www.designorate.com/disneys-creative-strategy/