Wednesday, September 14, 2011

Option One: Question of the Day - September 14

In the reading Wicked Problems in Design Thinking they list the the ten properties of
wicked problems that Rittel initially identified in 1972.

(1) Wicked problems have no definitive formulation, but every formulation of a wicked problem corresponds
to the formulation of a solution.
(2) Wicked problems have no stopping rules.
(3) Solutions to wicked problems cannot be true or false, only good or bad.
(4) In solving wicked problems there is no exhaustive list of admissible operations.
(5) For every wicked problem there is always more than one possible explanation with explanation depending
on the designer
(6) Every wicked problem is a symptom of another, "higher level," problem."
(7) No formulation and solution of a wicked problem has a definitive test.
(8) Solving a wicked problem is a "one shot" operation, with no room for trial and error.
(9) Every wicked problem is unique.
(10) The wicked problem solver has no right to be wrong-they are fully responsible for their actions.

Choose three and expand on where they intersect with your own life or designs in the past.

Please post your comment on this entry.

10 comments:

  1. A designer’s job is to create a solution to a problem in an artistic and sometimes informative way. When they’re beginning, there aren’t many rules, no stopping points, no right or wrong answers, and there are always more than one way to do something… like what is found on the list of wicked problems. Every problem or project that you are introduced with is unique in it’s own way, thus you are going to approach every problem or project in a different way. As designers, we are fully responsible for what we do, because we’re the ones that are doing it, no one else… just us. As a project goes along, some other problems may arise within the original one. It’s sort of like a chain reaction, every outcome is the result of a problem, and sometimes, several problems before it.

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  2. Designers are faced with numerous different types of problems on a day to day basis, therefore every wicked problem is unique. Thus, solving wicked problem is not a 'one shot' operation, and there will be room for trial and error. Conclusively no formulation and solution of a wicked problem has a definitive test.

    Every client will be different and different opinions about the work provided for them. Thus each designer will need to cater to the clientele's needs. Opinions and personal preferences is what makes the designers job to find solutions, unique. This is why I think it is really important as a designer to be able to sell yourself, and sell your product, imposing that you know best.

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  3. I think for me the three that I felt applied to me in my designing would first of all be the second point being "wicked problems have no stopping rules." This is probably true for everyone, the feeling of looking back a past works and still wanting to edit or change your "final solution." There may be no final solution to a problem, and we see that throughout our history. People are constantly making the newest and greatest things which are in fact just edits of old ideas. So not only do I see this as a personal conquest of never stopping the editing/refining process, but also on a larger scale with other designers refining past ideas. The next point that I found true was "solutions aren't true or false, rather good or bad." There is always a solution that designers find, and although it may not be perfect there is a debate that happens whether it is good or bad. No single person, no matter their power, can be the final say in an idea or concept. Depending on one's target audience- I think that is who the judge is and what your goals for your product/idea/concept is. Finally the statement about "no formulation or solution has a definitive test" I feel like talks more about the process of getting to a solution. We can try and learn as much as we can on the web, through blogs, etc. But no one source is going to give younthe immediate answer to your problem. Instead it will take the multiple angles and approaches of looking online, reading a book, interviewing a person, etc. to get a full idea of your challenges ahead.

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  4. This article on wicked problems has listed many insightful tips for designers. I myself can relate to three of them. The first property that I found very helpful was the first. This property states that there is no definite way to come up with a wicked problem, but that every formulation of a wicked problem will then formulate a solution. As a designer I sometimes focus to hard on the task at hand and when that happens I don’t always think of outside of the box solutions. In the futures I will try to discover more novel ideas instead of forcing possibilities out. “Wicked problems have no stopping rule” is yet another very true statement amongst all designers. We never seem to believe that our work is finished because there is always something that could be further improved upon. True designers have to learn when to stop their work. Time restraints need to be set for the designers so it will please the clients. At first I disagreed with property number eight which states that “a wicked problem is a ‘one shot’ operation” but after much deliberation I changed my mind. There is really no right or wrong design because it all comes down to how people see the work and if it pleases the client. Furthermore, designs can always be reworked. But, property number eight implies that the designer will not always have the chance to change a poor design once it is completed. This is a good point to keep in mind. So, designers should always try their best so that their initial outcome is good.

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  5. Designers are always working on a solution to a given problem. However wicked design problems have no stopping rules. So designers, myself included are always working to improve a design so it can be the most effective. A design is never complete, there is always something else that can improve the solution. Solutions to wicked problems cannot be true or false, only good or bad. The solution to a problem either works or it doesn't. After this its just a matter of how well the solution works in that specific situation. For every wicked problem there is always more than one possible explanation with that explanation depending on the designer. We see this all the time in class. Everyone gets the same problem assigned. In tern everyone comes up with their own personalized solution to that problem. Every solution having its own strengths and weaknesses.

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  6. Wicked problems have no stopping rules. Each problem is unique, therefore the solution has to be unique. Designers need to find that solution, try different processes without limiting themselves. Only without rules a designer will find success.
    Solutions to wicked problems cannot be true or false, only good or bad. There is no right or wrong, the designer is the judge and the solution he finds to the problem can only be good or bad. No one can tell a designer that the solution is wrong, it might be a bad execution but not wrong. Everyone has different opinions, and different tastes.
    The wicked problem solver has no right to be wrong-they are fully responsible for their actions. A designer needs to be critical of their own work. If the solution to the problem is not good, a designer has no one else to blame but themselves. Therefore designers are the ones responsible for their actions.

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  7. (2) I took Web Design last semester and enjoyed our final project to create a website about something you were interested in. I decided to create a ‘self-help’ website for design students to follow that would help them understand and be prepared for the field of design outside of school. I spent quite a bit of time developing content before even getting to design. By the end of the semester, I turned in the project feeling it was complete-enough to hand in, but wanted to make changes. I made edits to the site in order to apply for internships over the summer. However, I still feel there is more that I can do to make it better. As I learn more about advanced web design, I hope to return to the website and add more/make improvements. The project will never feel quite finished, I can always do more to make it better.

    (6) Two years ago, I studied in Chicago with a group of Architecture students from UWM. For a one day design charette, we were to design a way to house radioactive chemical waste in some sort of a containment device. The goal was to label the radioactive container in a way so that 300 years from now, if someone found it they would understand it was not meant to be opened. We had to assume that communication through symbols and text would not be the same as it is today. Although it was meant to be a fun exercise to think outside the box, it was rooted deeply in a very important issue that needed to be further discussed. Waste, both radioactive and non-radioactive, is something that will always increase along with the amount of people who live on the planet. By making more garbage cans, garbage bags, landfills, we are only adding to the waste and avoiding the problem.

    (8) With my current internship, I am constantly given projects that are expected to be completed as quickly as possible. I have no room to spend time analyzing what direction I should take, I simply have to jump right in and start designing. One of the projects I was given was to design a logo for a senior program. I spent time looking into what the program would do, who the audience was, what the cost was, and then started brainstorming. I was told to stop thinking so much about it and to do something quickly. Knowing WHY you are creating something is important in design. However, some companies (who's focus isn't on design) would rather have you create something with a quick turnover rate and not worry much about testing its success.

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  8. Wicked problems have no stopping rules. Boy do I know this one well. I find it impossible to stop working on a project, and most of the time I NEED a deadline, or I will just keep tweaking and tweaking and tweaking my solution beyond the point where any marginal benefit will be gained. Recently, I have been working on constructing a PDF portfolio. I pretty much created all the necessary groundwork to put it together, but the file still sits in my folder, constantly being tweaked. I should be sending it off to prospective employees, but instead it sits around, with no plans for ever engaging any stopping rules.

    No solution has a definitive test. This is what I love about design. Each work is judge on by a different test. That text may vary for each project, what the designer is intending, or who the designer is targeting, but the beauty is that the designer assumes full control. This control can be second guessed, judged, and ridiculed, but there is no definitive test to really determine a designs effectiveness. While this increases the room for error, it also frees the designer to create something beyond the norm.

    This leads to my final point: every wicked problem is unique. Everyday I find myself realizing more and more that every design brief I receive requires a completely new approach than the last design project I completed. This keeps things interesting, and gives designers opportunities to showcase their creativity with each new project.

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  9. Whenever a designer is coming up with designs for a project, the first steps are always the hardest to get out, but once they start flowing its always easier to expand /scrap ideas based on how well they work for the 'unique' problem they are solving. After reading the wicked problems in design, it really helped highlight that if ideas for solving one problem don't come easily, then look at the next 'higher-level' problem that is present. This comes into design issues a lot, for example, if you are making a poster about an issue, what is the issue about, where should it be posted to make the issue known? how will people view it? can they read it? so on, so forth; either way many different experimentations are needed to start sorting out a problem, and with the proper feedback from peers and outside viewers, a designer can start to single out the successful compilations that help prove or solve the problem.

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  10. I would say that the main topic that applies to me in this list has to be the idea that there are no stopping points. There is never an end. I feel that work can always be refined and improved. When I turn something in, that is the best product I have come up with, at that point. If I sit down, rework it and rethink it, bounce ideas of other people, I am certain that I could always continue to perfect my work. Rarely am I satisfied with a product, even if it looks good. Another one that I feel applies to me is the idea that every wicked problem always has more than one possible explanation with explanation depending
    on the designer. Everyone will have a different answer for a different problem and more often than not, I prefer my answer than other people’s answers. I am sure that other people feel the same way about their work (maybe not and I’m just totally crazy…). The last one that really jumps out at me is that every wicked problem is unique. How I tackle a problem is directly related to the differing circumstances that are found in each situation. The way that I solve a broken down car will be much different than how I talk myself out of ticket for blowing a red light on the lakefront (which actually just happened no more than an hour ago.) Each situation poses you with a new problem, and each problem, whether it is design related or not, requires you to adapt in a different way resulting in a different solution.

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