40 Triz Principles
1. Segmentation
1.1: Divide an object into independent parts.
1.2: Make an object easy to disassemble.
1.3: Increase the degree of fragmentation or segmentation.
1.2: Make an object easy to disassemble.
1.3: Increase the degree of fragmentation or segmentation.
2. Taking out
2.1: Separate an interfering part or property from an object, or single out the only necessary part (or property) of an object.
3. Local quality
3.1: Change an object’s structure from uniform to non-uniform, change an external environment (or external influence) from uniform to non-uniform.
3.2: Make each part of an object function in conditions most suitable for its operation.
3.3: Make each part of an object fulfill a different and useful function.
3.2: Make each part of an object function in conditions most suitable for its operation.
3.3: Make each part of an object fulfill a different and useful function.
4. Asymmetry
4.1: Change the shape of an object from symmetrical to asymmetrical
4.2: If an object is asymmetrical, increase its degree of asymmetry.
4.2: If an object is asymmetrical, increase its degree of asymmetry.
5. Merging
5.1: Bring closer together (or merge) identical or similar objects, assemble identical or similar parts to perform parallel operations.
5.2: Make operations contiguous or parallel; bring them together in time.
5.2: Make operations contiguous or parallel; bring them together in time.
6. Universality
6.1: Make a part or object perform multiple functions; eliminate the need for other parts.
7. Nested doll
7.1: Place one object inside another; place each object, in turn, inside the other.
7.2: Make one part pass through a cavity in the other.
7.2: Make one part pass through a cavity in the other.
8. Anti-weight
8.1: To compensate for the weight of an object, merge it with other objects that provide lift.
8.2: To compensate for the weight of an object, make it interact with the environment (e.g. use aerodynamic, hydrodynamic, buoyancy and other forces).
8.2: To compensate for the weight of an object, make it interact with the environment (e.g. use aerodynamic, hydrodynamic, buoyancy and other forces).
9. Preliminary anti-action
10.1: Perform, before it is needed, the required change of an object (either fully or partially).
10.2: Pre-arrange objects such that they can come into action from the most convenient place and without losing time for their delivery.
10.2: Pre-arrange objects such that they can come into action from the most convenient place and without losing time for their delivery.
10. Preliminary action
9.2: Create beforehand stresses in an object that will oppose known undesirable working stresses later on.
10.1: Perform, before it is needed, the required change of an object (either fully or partially).
10.1: Perform, before it is needed, the required change of an object (either fully or partially).
11. Beforehand cushioning
11.1: Prepare emergency means beforehand to compensate for the relatively low reliability of an object.
12. Equipotentiality
12.1: In a potential field, limit position changes (e.g. change operating conditions to eliminate the need to raise or lower objects in a gravity field).
13. The other way round
13.1: Invert the action(s) used to solve the problem (e.g. instead of cooling an object, heat it).
13.2: Make movable parts (or the external environment) fixed, and fixed parts movable.
13.3: Turn the object (or process) ‘upside down’.
13.2: Make movable parts (or the external environment) fixed, and fixed parts movable.
13.3: Turn the object (or process) ‘upside down’.
14. Spheroidality – Curvature
14.1: 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.
14.2: Use rollers, balls, spirals, domes.
14.3: Go from linear to rotary motion, use centrifugal forces.
14.2: Use rollers, balls, spirals, domes.
14.3: Go from linear to rotary motion, use centrifugal forces.
15. Dynamics
15.1: Allow (or design) the characteristics of an object, external environment, or process to change to be optimal or to find an optimal operating condition.
15.2: Divide an object into parts capable of movement relative to each other.
15.3: If an object (or process) is rigid or inflexible, make it movable or adaptive.
15.2: Divide an object into parts capable of movement relative to each other.
15.3: If an object (or process) is rigid or inflexible, make it movable or adaptive.
16. Partial or excessive actions
16.1: 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.
17. Another dimension
17.1: To move an object in two- or three-dimensional space.
17.2: Use a multi-story arrangement of objects instead of a single-story arrangement.
17.3: Tilt or re-orient the object, lay it on its side.
17.4: Use ‘another side’ of a given area.
17.2: Use a multi-story arrangement of objects instead of a single-story arrangement.
17.3: Tilt or re-orient the object, lay it on its side.
17.4: Use ‘another side’ of a given area.
18. Mechanical vibration
18.1: Cause an object to oscillate or vibrate.
18.2: Increase its frequency (even up to the ultrasonic).
18.3: Use an object’s resonant frequency.
18.4: Use piezoelectric vibrators instead of mechanical ones.
18.5: Use combined ultrasonic and electromagnetic field oscillations.
18.2: Increase its frequency (even up to the ultrasonic).
18.3: Use an object’s resonant frequency.
18.4: Use piezoelectric vibrators instead of mechanical ones.
18.5: Use combined ultrasonic and electromagnetic field oscillations.
19. Periodic action
19.1: Instead of continuous action, use periodic or pulsating actions.
19.2: If an action is already periodic, change the periodic magnitude or frequency.
19.3: Use pauses between impulses to perform a different action.
19.2: If an action is already periodic, change the periodic magnitude or frequency.
19.3: Use pauses between impulses to perform a different action.
20. Continuity of useful action
20.1: Carry on work continuously; make all parts of an object work at full load, all the time.
20.2: Eliminate all idle or intermittent actions or work.
20.2: Eliminate all idle or intermittent actions or work.
21. Skipping
21.1: Conduct a process , or certain stages (e.g. destructible, harmful or hazardous operations) at high speed.
22. *Blessing in disguise* or *Turn Lemons into Lemonade*
22.1: Use harmful factors (particularly, harmful effects of the environment or surroundings) to achieve a positive effect.
22.2: Eliminate the primary harmful action by adding it to another harmful action to resolve the problem.
22.2: Eliminate the primary harmful action by adding it to another harmful action to resolve the problem.
23. Feedback
23.1: Introduce feedback (referring back, cross-checking) to improve a process or action.
23.2: If feedback is already used, change its magnitude or influence.
23.2: If feedback is already used, change its magnitude or influence.
24. Intermediary
24.1: Use an intermediary carrier article or intermediary process.
24.2: Merge one object temporarily with another (which can be easily removed).
24.2: Merge one object temporarily with another (which can be easily removed).
25. Self-service
25.1: Make an object serve itself by performing auxiliary helpful functions
25.2: Use waste resources, energy, or substances.
25.2: Use waste resources, energy, or substances.
26. Copying
26.1: Instead of an unavailable, expensive, fragile object, use simpler and inexpensive copies.
26.2: Replace an object, or process with optical copies.
26.3: If visible optical copies are already used, move to infrared or ultraviolet copies.
26.2: Replace an object, or process with optical copies.
26.3: If visible optical copies are already used, move to infrared or ultraviolet copies.
27. Cheap short-living objects
27.1: Replace an inexpensive object with a multiple of inexpensive objects, comprising certain qualities (such as service life, for instance).
28. Mechanics substitution
28.1: Replace a mechanical means with a sensory (optical, acoustic, taste or smell) means.
28.2: Use electric, magnetic and electromagnetic fields to interact with the object.
28.3: Change from static to movable fields, from unstructured fields to those having structure.
28.4: Use fields in conjunction with field-activated (e.g. ferromagnetic) particles.
28.2: Use electric, magnetic and electromagnetic fields to interact with the object.
28.3: Change from static to movable fields, from unstructured fields to those having structure.
28.4: Use fields in conjunction with field-activated (e.g. ferromagnetic) particles.
29. Pneumatics and hydraulics
29.1: Use gas and liquid parts of an object instead of solid parts (e.g. inflatable, filled with liquids, air cushion, hydrostatic, hydro-reactive).
30. Flexible shells and thin films
30.1: Use flexible shells and thin films instead of three dimensional structures
30.2: Isolate the object from the external environment using flexible shells and thin films.
30.2: Isolate the object from the external environment using flexible shells and thin films.
31. Porous materials
31.1: Make an object porous or add porous elements (inserts, coatings, etc.).
31.2: If an object is already porous, use the pores to introduce a useful substance or function.
31.2: If an object is already porous, use the pores to introduce a useful substance or function.
32. Color changes
32.1: Change the color of an object or its external environment.
32.2: Change the transparency of an object or its external environment.
32.2: Change the transparency of an object or its external environment.
33. Homogeneity
33.1: Make objects interacting with a given object of the same material (or material with identical properties).
34. Discarding and recovering
34.1: Make portions of an object that have fulfilled their functions go away (discard by dissolving, evaporating, etc.) or modify these directly during operation.
34.2: Conversely, restore consumable parts of an object directly in operation.
34.2: Conversely, restore consumable parts of an object directly in operation.
35. Parameter changes
35.1: Change an object’s physical state (e.g. to a gas, liquid, or solid.)
35.2: Change the concentration or consistency.
35.3: Change the degree of flexibility.
35.4: Change the temperature.
35.2: Change the concentration or consistency.
35.3: Change the degree of flexibility.
35.4: Change the temperature.
36. Phase transitions
36.1: Use phenomena occurring during phase transitions (e.g. volume changes, loss or absorption of heat, etc.).
37. Thermal expansion
37.1: Use thermal expansion (or contraction) of materials.
37.2: If thermal expansion is being used, use multiple materials with different coefficients of thermal expansion.
37.2: If thermal expansion is being used, use multiple materials with different coefficients of thermal expansion.
38. Strong oxidants
38.1: Replace common air with oxygen-enriched air.
38.2: Replace enriched air with pure oxygen.
38.3: Expose air or oxygen to ionizing radiation.
38.4: Use ionized oxygen.
38.5: Replace ozonized (or ionized) oxygen with ozone.
38.2: Replace enriched air with pure oxygen.
38.3: Expose air or oxygen to ionizing radiation.
38.4: Use ionized oxygen.
38.5: Replace ozonized (or ionized) oxygen with ozone.
39. Inert atmosphere
39.1: Replace a normal environment with an inert one.
39.2: Add neutral parts, or inert additives to an object.
39.2: Add neutral parts, or inert additives to an object.
40. Composite materials
40.1: Change from uniform to composite (multiple) materials.