Work Method Foundry Field Notes About Edge Brief

Field Note · No. 04 · working with ai · 11 min read

Go wide, then go deep.

Advanced exploration for problem solving with Fable 5. Your first idea is a sample of one, and the research is blunt about what that is worth. The most creative solutions come from engineered variance, forced distance, and the discipline to dig where it feels strange.

abstract

Field Note 02 argued that constraint-stacked prompts cap a frontier model’s output at the ceiling of your own imagination. This note is the sequel, and it answers the harder question: once you stop fencing the model in, how do you make it actually explore? Asking Fable 5 for “ten creative ideas” does not do it. You get ten polite variations of the same idea, because models, like people, default to the center of what is typical for the problem.

Sixty years of creativity research points to a different mechanism: the quality of your best idea is driven by variance and selection, not by the average quality of your ideas. Independent parallel search beats group refinement, distant analogies unlock solutions that direct attack cannot, and both humans and models suffer fixation on the first frame they see. Exploration, in other words, is an engineering problem, and it can be run deliberately.

I describe the protocol I use with Fable 5 on every hard problem: force genuinely different directions with a distance check, transfer solutions from far domains, probe the extremes, then go three levels deep on the strangest survivor before judging anything. Worked example, interactive figures, sources, and the honest limits included.

01 · the trouble with first ideas

When people are asked to invent something new, they do not start from nothing. Thomas Ward showed this by asking people to draw animals from another planet: nearly everyone drew things with legs, eyes, and bilateral symmetry.1 Imagination is structured by the examples we already hold, and it stays close to them. Worse, showing people an example locks them in further: designers shown a flawed sample design reproduced its flaws even when explicitly told to avoid them.2 The literature calls this fixation, and it is not a character defect. It is how memory works.

Language models inherit a version of the same tendency for a related reason: they are trained to produce what is probable, and the probable answer to a familiar problem is the familiar solution. Ask Fable 5 to “brainstorm” without structure and it will give you fluent, sensible, central ideas, which is precisely what you did not need. The fix is not a better adjective in the prompt. The fix is running exploration the way the research says exploration actually works.

02 · what the research says

Three findings carry this note. First, variance plus selection beats refinement. Girotra, Terwiesch, and Ulrich measured it directly: the quality of a team’s best idea is driven by the spread of ideas generated and the ability to pick well, and individuals generating independently before any group discussion produced better best-ideas than groups working together from the start.3 Dean Simonton’s equal-odds rule points the same way across creative careers: the hit rate stays roughly constant, so the people with the most masterpieces are the people with the most attempts.4

Second, distance unlocks. Gick and Holyoak’s famous radiation experiments found that only about 10 percent of subjects solved a hard medical problem cold, but roughly three quarters solved it once they were nudged to use an analogous military story they had just read.5 The solution existed in another domain; the work was the transfer. Third, exploration and exploitation compete for the same budget. James March’s classic result is that organizations systematically over-exploit what they know and under-explore what they don’t, because exploitation pays sooner and more predictably.6 Your instinct to grab the first workable answer is March’s finding operating inside one conversation.

figure 1 · variance and selection · interactive

your best idea 50th percentile your first idea — chance it was the best 100%

Drag the slider. With one direction, your best idea is average by definition. With eight independent directions, the expected best sits near the 89th percentile of what you could have had, and the chance your first instinct was the winner falls to about one in eight. The math is order statistics; the management evidence is Girotra, Terwiesch, and Ulrich.3 The word doing the work is independent: ten variations of one idea count as one direction.

03 · the exploration protocol

Here is how I run it with Fable 5 on any problem that deserves more than the obvious answer. It follows the shape of the research: wide first, distant on purpose, adversarial in the middle, deep at the end, and no judging until the map exists.

Go wide with forced distance. I do not ask for ten ideas; I ask for five directions that are mutually exclusive at the level of the underlying thesis, and then I make the model check its own spread: for each pair, say what one direction believes about the world that another denies. If two directions survive that check as siblings, they merge, and the model owes me a replacement. This single move kills the ten-variations-of-one-idea problem, because distance is now the specification rather than a hope.

Import from far domains. The Gick and Holyoak result becomes a prompt: which three industries solved a structurally identical problem under harsher constraints, and what would their solution look like here? A distributor’s routing problem has been solved by blood banks, by airline crew schedulers, and by concert tour logistics, and the transfer is where original-looking strategy usually comes from. Originality, examined closely, is mostly excellent importing.

Probe the extremes. Solve it with ten times the budget, then with none. Solve it as a monopolist, then as the smallest player in the market. Corner solutions are rarely buildable, but they reveal which constraints were real and which were furniture, and the best middle answer is usually a corner answer wearing sensible clothes. Then run the adversary pass from Field Note 03: for the leading directions, let every player on the map make their best response, and watch which directions die.

Finally, go deep on the strangest survivor. This is the most underused move in working with these models. Everyone samples; almost nobody deepens. Take the direction that feels least comfortable and push three levels: what would this require, what breaks first, what does it look like after the break is fixed? Depth is where a strange idea either becomes a real one or teaches you why it can’t, and either result is worth more than another lap of shallow sampling. Only after the deepening do the selection criteria enter, and they enter explicitly: expected profit, added value, and what the design survives.

figure 2 · the shape of the search

PROBLEM DIES AT ADVERSARY PASS MERGED · NOT DISTANT SOUND, ORDINARY CORNER SOLUTION · KEPT AS SIGNAL THE ANSWER THREE LEVELS DEEP ON THE STRANGEST SURVIVOR FIVE DISTANT DIRECTIONS

Wide first, with distance enforced; judgment deferred; depth spent where it feels strange. Most searches fail by inverting this shape, going deep immediately on the first comfortable idea.

figure 3 · the protocol as prompts, worked on a real problem shape

problem: a $40M distributor, margins compressed 3 points in 2 yrs

wide     "Give me five directions that are mutually exclusive at
          the thesis level. For each pair, state what one believes
          that the other denies. Merge any siblings and replace them."
          → price architecture rebuild · unbundle service & charge
            for it · sell their operating data as a product ·
            route-density partnership with a competitor · exit the
            low-density half of the territory

import   "Which three industries solved margin compression under
          harsher constraints, and what does their move look like
          here?"  → airlines (yield mgmt), blood banks (pooled
          logistics), tour promoters (route economics)

extremes "Solve it as a monopolist. Now as the smallest player.
          What constraint turned out to be furniture?"

deepen   "Direction three feels wrong. Go three levels deep:
          what would it require, what breaks first, and what does
          it look like after the break is fixed?"

select   only now: expected profit · added value · survives
          every player's best response  (field notes 01 + 03)

04 · what it returns

The honest answer is that most of what exploration produces gets thrown away, and that is the point: you are paying a few hours of model time to buy variance, because variance is where the best idea lives. In the worked example above, the direction that survived was the strange one, the data product, and it survived because the deepening pass turned “sell the data” into something specific enough to test with the added-value math from Field Note 03. That is also not a coincidence of the example: in the Foundry, this protocol is how upper-right findings get onto the opportunity matrix at all. The profitable-and-common quadrant is almost never where the first idea lands, because the first idea is, by construction, the one everyone in the industry already had.

There is a compounding effect worth naming. Exploration transcripts are assets. The four directions that died carry priced reasoning about why they died, and half of the next engagement’s map is usually already drawn in the last engagement’s discards. An agent that keeps and indexes its own dead branches explores faster every quarter, which is a small, quiet moat that costs nothing to build except the discipline of not deleting things.

05 · the honest limits

Exploration is a budget, not a religion. March’s result cuts both ways: over-exploration is a real failure mode, and a problem whose answer is already known deserves execution, not a five-direction search, so the protocol runs on decisions where being wrong is expensive and the obvious answer has already disappointed. Novelty is not value: a strange idea that fails the added-value test is just strange, which is why selection criteria from Field Notes 01 and 03 are part of the protocol rather than an afterthought. And the variance math assumes real independence between directions, which is exactly what the distance check exists to enforce; skip it, and the slider in figure 1 is lying to you, because ten correlated ideas are one idea with ten haircuts. The discipline, as everywhere in this series, is what converts a trick into a system.

references

  1. Ward, T.B. (1994). Structured imagination: the role of category structure in exemplar generation. Cognitive Psychology, 27. doi:10.1006/cogp.1994.1010
  2. Jansson, D. & Smith, S. (1991). Design fixation. Design Studies, 12. doi:10.1016/0142-694X(91)90003-F
  3. Girotra, K., Terwiesch, C. & Ulrich, K. (2010). Idea generation and the quality of the best idea. Management Science, 56. doi:10.1287/mnsc.1090.1144
  4. Simonton, D.K. (1997). Creative productivity: a predictive and explanatory model of career trajectories and landmarks. Psychological Review, 104. doi:10.1037/0033-295X.104.1.66
  5. Gick, M. & Holyoak, K. (1980). Analogical problem solving. Cognitive Psychology, 12. doi:10.1016/0010-0285(80)90013-4
  6. March, J.G. (1991). Exploration and exploitation in organizational learning. Organization Science, 2. doi:10.1287/orsc.2.1.71
  7. Kornish, L. & Ulrich, K. (2011). Opportunity spaces in innovation: empirical analysis of large samples of ideas. Management Science, 57. doi:10.1287/mnsc.1100.1247
  8. Anthropic, prompt engineering documentation — current model-specific guidance, including extended thinking. docs.claude.com

Put it to work

Your best option is probably still unexplored.

The Edge Brief is this protocol pointed at your business: the wide pass, the distance check, and the deepening, delivered as a written brief with the number it should move. $500, credited in full if we build.