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# Idea Evaluation Frameworks
Detailed frameworks for scoring, filtering, and selecting creative ideas.
## Table of Contents
1. [Core Dimensions](#core-dimensions)
2. [NAF Framework](#naf-framework)
3. [ICE Scoring](#ice-scoring)
4. [RICE Scoring](#rice-scoring)
5. [Weighted Decision Matrix](#weighted-decision-matrix)
6. [Impact/Effort Matrix](#impacteffort-matrix)
7. [Timing & Process](#timing--process)
8. [AI-Specific Evaluation](#ai-specific-evaluation)
---
## Core Dimensions
Most frameworks agree on three fundamental dimensions:
| Dimension | What it measures |
|-----------|-----------------|
| **Novelty / Originality** | How new, surprising, or unique |
| **Usefulness / Resolution** | How well it solves the problem |
| **Elaboration / Synthesis** | How well-developed and refined |
---
## NAF Framework
**Origin:** Synectics creative problem-solving tradition (George Prince)
**Process:**
1. Create table with ideas in rows, N/A/F in columns
2. Score each idea 1-10 on each criterion
3. Sum and rank
**Criteria:**
- **Novelty** -- Is it new for this situation?
- **Attractiveness** -- Does it completely solve the problem?
- **Feasibility** -- Can it be put into practice?
**Interpretation:**
- Feasibility 80%+ (8/10): Worth trying
- Feasibility < 50% but N+A high: Turn concerns into new problems to solve
- Low on all three: Implementation will disappoint
**Why NAF over gut feel:** People slip into "either/or thinking" when selecting ideas. NAF forces structured evaluation while keeping the creative spirit.
---
## ICE Scoring
**Origin:** Sean Ellis / GrowthHackers
```
ICE Score = Impact x Confidence x Ease
```
| Factor | Scale | Description |
|--------|-------|-------------|
| Impact | 1-10 | Potential benefit/value |
| Confidence | 1-10 | How certain are we? |
| Ease | 1-10 | How easy to implement? |
**Best for:** Quick experiments, growth hacking, early-stage ideas
**Weakness:** Subjective, prone to guesstimates
---
## RICE Scoring
**Origin:** Intercom
```
RICE Score = (Reach x Impact x Confidence) / Effort
```
| Factor | Measurement |
|--------|-------------|
| Reach | Users/quarter affected |
| Impact | 3=massive, 2=high, 1=medium, 0.5=low, 0.25=minimal |
| Confidence | 100%=high, 80%=medium, 50%=low |
| Effort | Person-months |
**Best for:** Data-driven roadmap planning, product teams with metrics
---
## Weighted Decision Matrix
**Process:**
1. List all options (ideas)
2. Define criteria (customer impact, feasibility, strategic fit, etc.)
3. Assign weights as percentages (must sum to 100%)
4. Score each option 1-5 on each criterion
5. Multiply score x weight
6. Sum weighted scores per option
7. Rank by total
**Example:**
| Idea | Customer Impact (40%) | Feasibility (30%) | Strategic Fit (30%) | Total |
|------|----------------------|-------------------|-------------------|-------|
| A | 5 x 0.4 = 2.0 | 3 x 0.3 = 0.9 | 4 x 0.3 = 1.2 | **4.1** |
| B | 3 x 0.4 = 1.2 | 5 x 0.3 = 1.5 | 3 x 0.3 = 0.9 | **3.6** |
**Best for:** Complex decisions with multiple stakeholders
---
## Impact/Effort Matrix
```
High Impact
|
Big Bets | Quick Wins <-- Do these first
|
------------|------------
|
Avoid | Fill-ins
|
Low Impact
High Effort Low Effort
```
**Quadrants:**
- **Quick Wins** (High Impact + Low Effort): Do immediately
- **Big Bets** (High Impact + High Effort): Worth investing if resources allow
- **Fill-ins** (Low Impact + Low Effort): Do when time permits
- **Avoid** (Low Impact + High Effort): Deprioritize or discard
---
## Timing & Process
### The Separation Principle
**Generate first, evaluate later.** Most important timing rule.
- During divergent phase: No judgment. Zero.
- Create a transitional phase between generating and judging
- Different mindset required: take a break, or evaluate next day
### Why Premature Evaluation Kills Creativity
- People self-censor
- Teams get stuck on one idea
- Feasible/safe ideas win over novel ones
### Stage-Gate for Ideas
```
Stage 1: Diverge → Gate 1: Quick screen (NAF/dot vote)
Stage 2: Develop → Gate 2: Thorough evaluation (matrix/RICE)
Stage 3: Prototype → Gate 3: Go/No-go based on evidence
```
### Different Ideas Need Different Processes
- Incremental improvements: Standard criteria work
- Disruptive ideas: Don't penalize low feasibility too early -- disruptive ideas often look impractical initially
---
## AI-Specific Evaluation
### The Novelty-Feasibility Trade-off
Research shows two patterns depending on domain:
- Some domains: AI ideas are more novel but less feasible
- Other domains: AI ideas are more feasible but less novel
**Key insight:** The direction depends on domain, AI system, and prompts.
### Evaluating AI-Generated Idea Batches
Beyond individual idea quality, measure **set-level diversity:**
| Metric | What to check |
|--------|---------------|
| Semantic diversity | How different are ideas from each other? |
| Category coverage | Do ideas span multiple approaches? |
| Outlier presence | Any high-risk/high-reward ideas? Or all clustered at safe center? |
### AI "Safe" Ideas Problem
AI defaults to high-feasibility, moderate-novelty ideas because:
- Trained on existing text (synthesizes known patterns)
- Without novelty prompting, converges to "optimal"
- Lacks lived experience for truly novel insights
**Mitigations:**
- Explicitly prompt for novelty
- Use AI for quantity, human judgment for quality
- Apply NAF to separate genuinely novel from merely competent
- Use multiple prompting strategies for diversity
### Human-AI Evaluation Flow
The emerging consensus (2026):
1. AI generates quantity + feasible ideas quickly
2. Humans recognize novelty + apply domain intuition
3. Best outcomes from iterative collaboration: AI generates -> human evaluates -> AI refines -> human selects