There are actually two points embedded in that statement. The first is defining your goals. It's one thing to say, “I'm going to render something using Sunflow.” It's an entirely different — and more productive — thing to say, “I'm going to generate a cloth-like dynamic mesh, illuminated by two point lights, and render an image suitable for printing using Sunflow and Processing.
The latter statement is a much more refined goal. Something that has identifiable milestones and places to begin. By stating a goal with some precision, you're giving yourself a path to follow — a beacon to head toward. This will help you get started, help you keep moving, and help you know when you're done. Those milestones (in my example, "generate", "cloth-like", "mesh", "two lights", "print", "Sunflow", "Processing") define increments for progress. And each increment hit represents more creative fuel to keep pushing forward.
The second part of that statement is in the establishing of parameters. I usually call them constraints. Constraints are almost always the best thing that you can impose on an idea. As soon as you define parameters around your idea, you're no longer dealing with a blank canvas, and it becomes that much easier to get started and make progress toward the execution of your idea. Constraints can come in many forms:
- Medium / tools (the tangible stuff)
- Resources (people, time, money)
- Conceptual / thematic
- Technique
- Skill / know-how
- Quantity / scale
Some of these are self-imposed. Some are imposed due to circumstances. Regardless, by defining them you're helping to reduce the noise in decision-making; you're helping yourself understand your problem space. Think of constraints as a filter for your ideas. As valid ideas make it through, you've stripped them of the inessentials, and they become ripe for true creative exploration.