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The creativity lies on the basis of evolution and development. Due to the creative thinkers we live in the world full of inventions and novelty. Some people wrongly suppose that creativity is a human characteristic which is gifted by nature as talent. The theory of creative and innovation methods is evidence to the contrary which helps the inventor to be independent from the inspiration or "gifts" from the nature.
There a numerous methods and tools available for people involved in the creativity process. This study focuses on one of these methods - morphological analysis, based on which we expect to create a new superhero for a movie. By means of the morphological analysis, morphological box and research, we tried to describe its new features. We also analysed the existing characters which are represented in the current movies, to show how the creativity and particularly the method of morphological analysis was used to create a well-known superhero characters.
The study is arranged in the following manner. Firstly we briefly review the definition of the creativity and the history of the creativity and most prominent creative thinkers. This part also includes and spheres where the creativity is an important element. This is followed by a description of the methods of the creativity process. Then the use of one of these methods - morphological analysis, including the steps and components of this method, is shown. Finally, the result of this method - a new concept of movie character is illustrated.
Creativity. Definition and brief history.
The definition of the concept of creativity is impossible to determine in one sentence or even in one passage. Moreover, the term creativity can mean for each of us something special. Someone consider the creativity only in the context of art but actually the creativity is a universal subject, coming across a number of disciplines, as philosophy, business, sociology, economics, politics, advertising and public relations and so on. And any sphere of human activity contains a creative approach to a greater or lesser degree whether this is a creative approach to how to win your beloved's heart or the outer space exploration. Also the concept of creativity is associated with something unusual, unexpected and very fresh sounding. That's why the creativity is a fashionable word nowadays, and creative thinking is something that you can say to a modern man to flatter him, because it means that that person is up-to-date and has the "power to connect the seemingly unconnected" (William Plomer quotes). Thus we can outline the definition of the creativity concept as a ability of man to invent something new (product, service or just idea), using the imagination, which is one of usual human abilities.
The evolution and revolution in any sphere of human acting can be regarded as a kind of creativity methods, the main difference between which is that the evolution is incremental whereas the revolution is a one big creative and very rare happening. So that's why the evolution is more common than the revolution. In evolution new ideas stem from other ideas, then new solutions from previous ones, and then the new ones slightly improved over the old ones. Many of our common things, which we use every day, were developed during a long period of constant incrimination - improving a little better here, a little better there gradually makes it something a lot better--even entirely different from the original. For example, in the car industry history or any product of technological progress, each new model has new feature, new characteristic, an improvement in comparison with the previous and it's a result of creativity of previous models, so that in time, improvements in economy, comfort, and durability occur. Here the creativity lies in the refinement, the step-by-step improvement, rather than in something completely new. On the other hand, that means that there is no limits for innovation and improvement and every problem that has been solved can be solved again in a better way. Creative thinkers do not subscribe to the idea that once a problem has been solved, it can be forgotten and believe that "there is no such thing as an insignificant improvement."
To understand the concept of creativity we should briefly check the history which is full of inventions and inventors. As the imagination which lies on the base of creativity is a common characteristic of any human we can suppose that first creative thinker was our ancestor which decided to use the stones and tree branches as first tools of labor. That's why it's impossible to list all the important inventions or persons which creativity helps us to live today in such a comfortable and interesting world. That's the other question that at present it becomes more difficult to make a revolution in minds or techniques. The world is too old to surprise it. And that's why more the evolutional result of creativity is more common. But returning to the most important events in the creativity concept history we should mention some of them.
In the ancient Greek and Rome the creativity as a concept has already existed and firstly was considered as a part of art, inspiration and imagination. Later in The Middle Ages the times were very religious and the Latin word creation was ultimately associated with religious concept of "creation from nothing" thus "creatio" ceased to apply to human activities. Renaissance man was intent on realizing its freedom and creativity. And the first to apply the word "creativity" was the 17th-century Polish poet Maciej Kazimierz Sarbiewski (1595-1640), but he applied it only to poetry. For over a century and a half, the idea of human creativity met with resistance ,again because of religious point of view on the term of "creation" and its use". By the 18th century, the concept of creativity was appearing more often in art theory. It was linked with the concept of imagination. And in the 19th century the concept of creativity was associated only with art concept until the 20th century, when the term creativity began to be discussed in the context of science. And finally in the 50s Genrikh Altshuller founded the theory of inventive problem solving which can be regarded as one of the first scientific approach to the creativity and its management. Since than the term of creativity became widely-spread in almost all spheres of human activities because using the techniques and the methods for problem solving and creativity people gained the opportunity to invent and create.
But even after such a great invention as an invention and creativity methods, some of human brains remain "closed" due to some obstacles or filters, for example of cultural, psychological or stereotyping nature, etc. At the same time creative thinkers are usually related apprehensively, because the creative idea sometimes so unhinged from reality - out of context as it is one of the methods to solve the problem - to go out of general, common context, super system, that the result of creativity can cause losses of the company. For example the scale and expenses for the realization of this idea is overwhelming for company. At the same time the creativity is one of the best ways to become famous or just to surprise the society. For example, one of the most recent examples of creative thinking is from the advertisement industry.
The head of Formula-1 Bernie Ecclestone (80) was battered and robbed them of jewellery, including diamond rings and a watch, with a total value of £200,000 in London last month. The victim was left unconscious and was taken to hospital with head injuries and a large black eye. After that incident, the image of Ecclestone's battered face appeared in an advertisement by Hublot, the makers of the stolen watch, with the slogan "See what people will do for a Hublot".
The advert was an idea from Ecclestone himself who sent it to the firm. Thus the creativity of the chief of Formula-1 helped him to smooth such an unpleasant accident consequences, to show his sense of humor and to make a profit.
the methods of creativity
As it was mentioned before there are a number of creativity methods. Like most tools these techniques all have their advantages and disadvantages. But all the techniques are aimed for the following:
Problem Definition - including problem analysis, redefinition, and all aspects associated with defining the problem clearly.
Idea Generation - The divergent process of coming up with ideas.
Idea Selection - The convergent process of reducing all the many ideas into realistic solutions
Idea Implementation - Turning the refined ideas in reality.
Processes - Schemes and techniques which look at the overall process from start to finish
The current study is focused on idea generation on the basis of morphological analysis which is described in more details below.
The morphological analysis
"Morphological analysis is simply an ordered way of looking at things."
(Zwicky F., 1948)
The term morphology has the antique Greek origin ('morphe') and means shape or form. The general definition of this term is study of the shape and arrangement of parts of an object - physical or mental - , and how these "conform" to create a whole or Gestalt.
The first to use the term morphology as an explicitly defined scientific method would seem to be J.W. von Goethe (1749-1832), especially in his "comparative morphology" in botany.
Today, morphology is associated with a number of scientific disciplines. In linguistics, morphology is the study of word formation and how the parts of words relate to each other.
Morphology is used in disciplines where formal structure, and not necessarily quantity, is a central issue, e.g. geology, anatomy, zoology etc.
Based on the works of famous mathematician and philosopher Gottfried Wilhelm Leibnitz, Fritz Zwicky - the Swiss astrophysicist and aerospace scientist - firstly developed the morphological analysis in the 50's as a method for identifying, systematically structuring and expanding search space for a problem's solutions and investigating the total set of relationships and confugurations contained in problems, avoiding overlooking novel solutions to a design problem.
"Attention has been called to the fact that the term morphology has long been used in many fields of science to designate research on structural interrelations - for instance in anatomy, geology, botany and biology. ... I have proposed to generalize and systematize the concept of morphological research and include not only the study of the shapes of geometrical, geological, biological, and generally material structures, but also to study the more abstract structural interrelations among phenomena, concepts, and ideas, whatever their character might be." (Zwicky, 1966, p. 34).
Thus Zwicky proposed a generalized form of morphological research: The result of this reserach is the so-called morphological box or matrix or table. In his main work on the subject, Discovery, Invention, Research through the Morphological Approach (Zwicky, 1966), Zwicky summarises the five (iterative) steps of the process:
"First step. The problem to be solved must be very concisely formulated.
Second step. All of the parameters that might be of importance for the solution of the given problem must be localized and analyzed.
Third step. The morphological box or multidimensional matrix, which contains all of the potential solutions of the given problem, is constructed.
Fourth step. All the solutions contained in the morphological box are closely scrutinized and evaluated with respect to the purposes that are to be achieved.
Fifth step. The optimally suitable solutions are ... selected and are practically applied, provided the necessary means are available. This reduction to practice requires in general a supplemental morphological
The approach begins by identifying and defining the parameters (or dimensions) of the problem complex to be investigated, and assigning each parameter a range of relevant "values" or conditions. A morphological box - also fittingly known as a "Zwicky box" - is constructed by setting the parameters against each other in an n-dimensional matrix. Each cell of the n-dimensional box contains one particular "value" or condition from each of the parameters, and thus marks out a particular state or configuration of the problem complex.
The morphological approach has several advantages over less structured approaches. Zwicky calls morphological analysis "totality research" which, in an "unbiased way attempts to derive all the solutions of any given problem". It may help us to discover new relationships or configurations, which may not be so evident, or which we might have overlooked by other - less structured - methods. Importantly, it encourages the identification and investigation of boundary conditions, i.e. the limits and extremes of different contexts and factors.
It also has definite advantages for scientific communication and - notably - for group work. As a process, the method demands that parameters, conditions and the issues underlying these be clearly defined.
According to Savransky (2000) the best known morphological box is the Chemical Periodic Table created by Russian chemist D. I. Mendeleev) with the number of atoms with electron numbers which are located in increasing order. Ranging of matrix axes allows creation of an "efficiency vector" in the matrix: atoms in the matrix are arranged along the corresponding vectors of radioactivity, inertness, metalloidness, etc. and position of an atom in the matrix allows us to judge the comparative features of the corresponding substance, i.e., to perform the quick analysis of information about parameters of known atoms. Such a box can be used for forecasting properties; in fact, Mendeleev predicted many elements based on the Periodic Table.
Savransky (2000) formulated and commented the steps described by Zwicky as follows:
Define the problem or system as clearly as possible.
Clear parameters must be established that delineate the problem or system being analyzed. In the case of a complex issue, it may be appropriate to identify aspects of the problem that can be dealt with individually rather than to seek comprehensive coverage in a single analytical exercise
Divide the system into subsystems or parts that can be considered singly.
Applicable models of the system may help to identify suitable subsystems for consideration. Define the functions that any acceptable design must be able to perform.
Check connectivity of the subsystems.
Determine two principal features (X and Y) of the problem or system and check that X and Y do not strongly depend on each other (orthogonal).
Determine the possible solutions or approaches that can be applied to each subsystem and/or alternative sources for performing each function.
Create two lists with different variants of this feature. List solutions, options, or outcomes for each subsystem in cells of the morphological box.
Develop possible outcome combinations.
The alternative outcomes are generated for each subsystem.
Select an acceptable set of subsolutions, one for each function.
Evaluate the feasibility or practicality of each combination.
According to Savransky most technical systems usually have more than two features so "it is possible to create several morphological boxes". A Latvian scientist Genrich Ya proposed two following assumprtions:
1) All main parameters of techniques considered during a design can be separated into ten groups:
1. Geometric parameters: length, width, height, area occupied by a construction in plan, cross section areas, volume, shape.
2. Physico-mechanical parameters: mass of a construction and its separate elements; consumption of materials; strength and other characteristics of materials, including new ones; resistance to corrosion, etc.
3. Power parameters: drive energy type and power, efficiency, etc.
4. Design and technological parameters: machine adaptability to production, transportability, simple or complex construction, etc.
5. Reliability and service life: purely technological factors - technical reliability and service life, as well as such factors as protection from harmful effects of ambient medium.
6. Performance: productivity, accuracy and quality of operation, stability of parameters, degree of readiness for service, etc.
7. Economic parameters: cost of machines and parts, labor consumption for production and use, costs, losses, etc.
8. Degree of standardization and unification.
9. Safety and ease of use: all parameters connected with labor protection and accident prevention, ergonomics and psychology, ease of production and use, maintenance and repair, requirements for comfortable labor conditions, high culture of production.
10. Exterior view: all factors that affect the aesthetics of the machine dimensions, harmonious construction, proportionateness, etc.
2) The set of basic heuristics (i.e., procedures for the problem solving) is separated into ten groups:
1. Neology (originating from the Latin for "novelty" or "knowledge of new") consists of the new application of an established process, construction,
2. Adaptation includes fitting of known processes, constructions, shapes, materials, and their properties to specific conditions of labor.
3. Multiplication of system functions and parts and multiplied systems remain similar to each other, of the same type. Multiplication includes not only methods associated with enlargement of characteristics (hyperbolization) but also with their miniaturization.
4. Differentiation of system functions and elements: functional links between system elements weaken; elements of construction and working processes become spatially and temporarily separated.
5. Integration includes joining, combining, reducing in number, and simplifying of functions and forms of elements and the system as a whole: production and construction elements and working process become spatially and temporarily closer.
6. Inversion is a reversion of functions, shapes, and mutual position of elements and the system as a whole.
7. Pulsation encompasses the group of design and creative methods associated with changes in process continuousness. Pulses may repeat periodically or not; a pulse may also be single.
8. Dynamization suggests which element parameters or techniques as a whole must be changeable and optimal at every stage of a process or in a new mode.
9. Analogy is using similarity or resemblance of some aspect of systems (objects, phenomena) which are otherwise different as a whole.
10. Idealization is presenting an ideal solution as an aim to be reached, to make a start from the best result.
Thus the construction of morphological box or matrix is one of the effective methods for idea generation, for ordering all possible variants for the search of solutions for the given problem But after the morphological box is constructed which contains all possible combinations and variant of a solution, a new problem appears - How to choose the best one? SO that's why the use of morphological box is more feasible on the concept stage of creation of new technique or product or service and so on.
For the purpose of idea selection we use other tools like:
Controlled convergence - Improving / narrowing the techniques and product/service concepts available
Weighting & rating - Assessing the relative merits of a range of options
Dot sticking - Involving a large number of stakeholders and concepts
Spider diagrams - Quick comparisons between multiple options and criteria
Portfolio maps - strategic decision-making between many options /project
In our study we used the unique morphological box improved by Dr. Bogatyreva which can be applied to our problem solving - creation of new superhero. Moreover as we will see below due to the fact that many superheroes are already created - they will fill some boxes of the morphological matrix and make our choice easier.
Changing the properties of material (weight, mass, colour, etc)
Manipulation with object parts or texture.
Change of spatial position or shape, length, area, volume.
Changing the parameters of the process, or an order of the stages of the processes.
Acting field (magnetic, electric, acoustic, temperature, illumination, pressure, power).
Evaluating , regulating, signalling, detecting, measuring, adapting.
Add or extract substance/its properties
Fragmentation -integration: splitting into components or integration of components.
Increase value-devaluate ;
Stability -variability: unchangeable item becomes changeable and vice versa.
Modification of the least changeable property
Modification of the least changeable structure,
Modification of the least changeable space parameter
Modification of the least changeable action
Modification of the least changeable information parameter.
Homogeneous substance becomes heterogeneous and vice versa.
Regular structure becomes irregular and vice versa. Rearrange, combine
Symmetrical shape becomes asymmetrical and vice versa.
Regular process becomes irregular and vice versa.
Continuous action/field becomes continuousor discrete
Regular signal turns to irregular and vice versa.
Invert -"do it the other way round", reverse,
Turn the property of material to its opposite: inert -conductive,
Inside-out and upside-down
Functions cover a large class of phenomena or, opposite -a universal fact has a restricted effect.
Change time parameters to opposite ones
Functions cover a large class of phenomena or, opposite -a universal action has a restricted effect.
Information covers a large class of phenomena or, opposite -a universal fact has a restricted effect.
Firstly we should begin with the problem definition. For that purpose we can use one of the following methods:
Problem Image: make/draw a picture of a problem
TRIZ: 9 Windows, resources, functional analysis, contradictins/ conflicts
Why-Why diagram(individual technique)
Ishikawa diagram (fishbone diagram)
Squeeze and stretch
Analogy and empathy: Smart Little People
We decided to use TRIZ especially its components - 9 windows and the sources - as the way of problem definition. The aim of the study is a new superhero creation on the basis of creativity methods, so let us consider the 9 window table for this problem:
The world or a particular person which is potentially can be in danger
The world or a particular person which is in dangerous and should be protected or saved by a system - superhero
The world or a particular person is saved due to the extraordinary abilities of the system - superhero
The usual person who becomes a superhero by magic, scientific occasion or revolution and invention
Superhero - a character of movies and comics, possessed some extraordinary abilities not common for human
The superhero that saves the world or a particular person from danger and promises them further protection. Some emulator will appear.
The abilities which were acquired or gave with birth to the superhero by magic, scientific occasion or revolution and invention
The subsystems of the system are his/her extraordinary features, acquired or inborn, and some special suits ant equipment which allow the system to be novel.
The extra abilities of the system can be developed or improved in further.
Thus we considered the environment and components of our system - problem and defined it. Now we should distinguish the sources we can use to solve the problem and create a new superhero. For this we should review and structure existing characters, because that is the sources used by the characters' creators determine the peculiarities of the superhero.
There are free resources which are used by creative thinkers for imaging a new character of superhero.
Field of operation
The essence of problem or solution
Adding, removing or changing the properties of material (weight, mass)
Adding, removing or regrouping of structural parts.
Retardation/acceleration of the process, or changing an order of the actions.
Changing of spatial position or geometrical form of system or the shape its parts (length are a volume shape)
Changing energy source or kind of acting field (magnetic, electric, acoustic, temperature, illumination, pressure, power).
Changing the interaction or its regulation (information exchange) of a system or system elements (detecting, measuring, adapting).
Sometimes the super and extraordinary ability of super hero is based not only on one sourse but on the mix of sources as well. It can be seen below in the list of super abilities applied to characters. These abilities are the most common for super hero characters and could be divided into three subgroups.
The ability to manipulate or otherwise interact with superpowers themselves:
Power augmentation - ability to enhance or weaken the powers of others. Energy/Field
Characters: Fabian Cortez, Ando Masahashi;
Power bestowal - ability to bestow powers or jump-start latent powers.
Characters: Synergy, Sage
Power mimicry or absorption - ability to copy or absorb another's powers or skills. Energy/Field and Information
Characters: Rogue; Black Alice, Peter Petrelli
Power negation - ability to cancel the superpowers of others. Energy/Field and Information
Characters: Leech, Scrambler
Power sensing - ability to sense or recognize superhuman powers. Information
Characters: Caliban, Nemesis Kid
Personal physical powers which affect an individual's body.
Accelerated healing - ability to heal rapidly from any injury; the rate of recovery varies from character to character. Can sometimes result in the slowing of aging. Substance and Time
Characters: Wolverine, Lobo, Alexander Anderson, Claire Bennet
Acid generation - ability to generate acid, can be manifested through touch or as a spray. Substance and Structure
Characters: Anarchist; Man-Thing; Reptile
Animal mimicry - ability to take on the abilities of certain animals. Substance and Information
Characters: Animal Man; Vixen
Biological manipulation - ability to control all aspects of a living creature's biological make-up. This includes, but is not limited to, genetic alterations, physical distortion/augmentations, healing, disease, and biological functions.
Substance and Structure
Characters: Elixir; Shawn Farrell
Body part substitution - ability to replace one's limbs or other body parts with those of another. Information and Structure
Bone manipulation - ability to manipulate the bones in one's own body. This includes, but is not limited to, the generation of new bone mass, projecting bones out from the skin or rearranging one's own bones. Space and Structure
Characters: Marrow; Spike
Duplication (physical) - ability to create physical duplicates of oneself. Space and Structure
Characters: Jamie Madrox; Multiplex; Naruto Uzumaki
Duplication (temporal) Ability to bring past and future versions of oneself back to the present. Time and Structure
Characters: Flashback; Damian Tryp
Echolocation - ability to determine location of objects in the environment by use of reflected sound waves, whether generated by the character or ambient sound. Also known as sonar or radar sense. Space and Information
Characters: Daredevil; Man-Bat
Invisibility - ability to render the user unseen to the naked eye. Information
Characters Invisible Woman; Invisible Kid; Mew
Invulnerability - ability to be immune to one or more forms of physical damage. Information and field
Characters: Emery Schaub; Supergirl; Brit; Doc Strange
Kinetic absorption - ability to absorb forms of kinetic energy into oneself and utilize it in some way, such as by converting it into physical strength or using it to power energy blasts. Substance and field
Characters: Strong Guy; Sebastian Shaw
Matter ingestion - ability to consume any sort of matter without any ill effects on the user. Substance
Merging - ability to temporarily merge two beings into a single being, which results in a completely new and stronger being. Structure and space
Characters: Kleinstocks; B'wana Beast; Trunks
Pheromone manipulation - ability to generate and control pheromones which may have various effects. Substance and information
Characters: Wallflower; Crimson Fox; Beastling
Poison generation - ability to assault others with one or more varieties of toxins, with widely disparate effects. Substance and information
Characters: Cobra; Poison Ivy
Prehensile/animated hair - ability to animate and lengthen one's hair. Substance, structure and space
Characters: Medusa; Spider Girl
Reactive adaptation/evolution - ability to develop a resistance or immunity to whatever they were injured by or exposed to. This effect can be permanent or temporary. Field/energy
Characters: Lifeguard; Doomsday
Self-detonation or explosion and reformation - ability to explode one's body mass and reform. Substance, structure and space
Characters: Nitro; Damage
Sonic scream - ability to generate vocal sounds of a higher amplitude than a normal human. Information and field
Characters: Banshee; Black Canary
Superhuman breath - ability to inhale/exhale with superhumanly powerful strength. This can range from exhalation on par with gale force winds to inhalation on par with the power of a gravitational vortex. In some cases, freezing temperatures can also be achieved. Field/energy and substance
Characters: Toad; Superman; Kirby
Superhuman durability - ability to have a higher resistance to one or more forms of damage before being injured. Space and field
Characters: Luke Cage; Solomon Grundy; Tick; Yasutora Sado
Superhuman reflexes - ability to react faster than a normal human. Substance and field
Characters: Blade; Midnighter; Son Gohan
Superhuman senses - ability to see, smell, taste, feel and/or hear more than a normal human. Substance and information
Characters: Beast; Icon; Tarzan
Superhuman strength - ability to have a level of physical strength much higher than normally possible given their proportions. Field, space and structure
Characters: Hulk; Blok; Mister Majestic; Sakura Haruno
Superhuman vision - ability to see better than normally possible: Space and substance
Night vision (Owl; Doctor Mid-Nite),
X-ray vision - ability to see through solid materials (Peepers; Ariella Kent),
Telescopic or microscopic vision - ability to magnify vision to various levels. (Hyperion; Lar Gand)
Wallcrawling - ability to crawl on vertical and horizontal surfaces. Field
Characters: Spider-Man; Knuckles the Echidna
Waterbreathing - ability to respirate through water in lieu of a gaseous medium. Not to be confused with an ability to go without breathing or to be able to breathe an alternate air supply. Field
Characters: Namor; Aquaman
3. The Mentality-based abilities
Ecological empathy - ability to sense the overall well-being and conditions of one's immediate environment and natural setting stemming from a psychic sensitivity to nature. Information and field
Characters: Storm; Swamp Thing
Innate capability - ability to naturally have skills and/or knowledge typically earned through learning. Information
Characters: Forge; Sylar
Omni-linguism - ability to understand any form of language, a natural polyglot. This can be accomplished in various ways. Information
Characters: Cypher; Wonder Woman; Glorificus
Omniscience - ability to know anything and everything. Information and time
Characters: Infinity; Mageddon
Superhuman intelligence - intelligence far above that of a genius level. Information
Characters: Leader; Brainiac
Superhuman tracking - ability to track an individual or object through supernatural means; sometimes referred to as "pathfinding". Information and field
Characters: Dawnstar; Molly Walker
Analyzed the extraordinary abilities on the basis of which the new heroes are created we can conclude that almost all possible combinations from the morphological box are realized. Also we can add that the less used sources are time and information. Probably we should focus on these two types of resources and create our new character:
Changing the parameters of the process, or an order of the stages of the processes.
Evaluating , regulating, signalling, detecting, measuring, adapting.
Increase, magnify, maximize, multiply, exaggerate, minimize, decrease, substitute, omit
5. Increase value-devaluate;
Reduce-increase a signal
Stability -variability: unchangeable item becomes changeable and vice versa.
2. Dynamics -static;
6. Modification of the least changeable information parameter.
3. Regular process becomes irregular and vice versa.
7. Regular signal turns to irregular and vice versa.
Invert -"do it the other way round", reverse,
4. Change time parameters to opposite ones
8. Information covers a large class of phenomena or, opposite -a universal fact has a restricted effect.
Let us overview the new abilities to give our character:
1. Acceleration - deceleration. Probably it should be a kind of ability to make time go more slowly or faster visa versa.
2. Dynamic and static. Here we can assume that our new character has an ability to make the supersystem static or more dynamic. To some extent this is connected with the previous ability.
3. Regular process becomes irregular and vice versa. For example, our hero can change the seasons - fall with spring and so on.
4. Change time parameters to opposite ones. This point is also related to the previous ones. We can imagine that our new super hero can make people (or his/her enemies) be mixed up in time and do not feel the difference between minutes, hours, days, weeks and so on.
5. Increase value-devaluate. Reduce-increase a signal. One of the examples of such use of information source was considered above in the character of Banshee and Black Canary. Their ability known as sonic scream allow them to generate vocal sounds of higher amplitude than a normal human.
6. Modification of the least changeable information parameter. The least changeable parameter of information in my opinion is the cultural and stereotyping aspect of peoples mind. We can assume that we can destroy all the filters in human imagination and propose a hero with not very good looking for example (very short, not with muscles). As an example we can suggest the use of well-known fairy tails characters - Russian Kolobok or Cheburashka or classic fiction character, for instance, Oblomov or Bender.
7. Regular signal turns to irregular and vice versa. Here we can assume that the character has an ability to imitate all the signals which exist in the world.
8. Information covers a large class of phenomena or, opposite -a universal fact has a restricted effect. We have already considered this point in the part of mental-based abilities.
Morphological analysis, including the process of morphological box construction and resources overview is a scientific method of alternating between analysis and synthesis. For this reason, it can be trusted as a useful, non-quantified method for investigating problem complexes, which cannot be treated by mathematical methods, causal modeling and simulation.
On the basis of this creativity method we managed to describe new abilities of new superhero for movies or comics, which has a very long history and seemingly nothing can be created new. But as our study illustrated there are many possibilities for creation a novelty in all the spheres of human activity.