reflective design

reflections on teaching interaction design

Posts Tagged ‘wicked problems’

the logic of failure

Posted by Marty Siegel on November 2, 2009

Logic of Failure - Dietrich Dorner

from the book cover

We’re at the start of the 2010 CHI challenge, another “wicked problem,” and it reminds me of a book I read some years ago: The Logic of Failure: Recognizing and Avoiding Error in Complex Situations, by Dietrich Dörner. The author tells a story of a city council and its mayor trying to fix the volume of traffic, noise, and air pollution in their downtown area. To solve the problem they introduced speed bumps and the speed limit was reduced to 20 miles per hour. But the results were unexpected: 1) the speed bumps forced people to drive in a lower gear, thus increasing the noise and exhaust fumes; 2) but because of the reduced speed, people spent more time shopping, and this actually increased the number of cars in the downtown area; 3) eventually fewer and fewer went downtown because of these reasons; 4) people started shopping in a near-by mall; 5) downtown stores, once thriving, were facing bankruptcy, and 6) tax revenues were significantly down. “The fate of this environment-conscious town demonstrates how human planning and decision-making processes can go awry if we do not pay enough attention to possible side effects and long-term repercussions, if we apply corrective measures too aggressively or too timidly, of if we ignore premises we should have considered.” [p.2]

It seems we’re wired for this kind of ad hoc thinking. Hunting, building a fire, or chasing away a wild animal does not have much significance beyond the act; “…our prehistoric ancestors did not have to think beyond the situation itself. The need to see a problem embedded in the context of other problems rarely arose. For us, however, this is the rule, not the exception. Do our habits of thought measure up to the demands of thinking in systems? What errors are we prone to when we have to take side effects and long-term repercussions into account?” [p. 6]

As we build systems, we need to be aware of short-term, long-term, and unexpected consequences. Smart designers understand the motivations and needs of their target population. Who is your target population? What do you know about them? If you build a tool for them (to help them walk more or to enjoy their walks or…), what are the side effects? Might there be unintended consequences? Are you able to anticipate some of these and design for them?

How is your project avoiding the logic of failure? It may be impossible for us to avoid some of these unintended consequences, but we might mitigate against some of them through careful design.

It is far from clear whether ‘good intentions plus stupidity’ or ‘evil intentions plus intelligence’ have wrought more harm in the world. People with good intentions usually have few qualms about pursuing their goals. As a result, incompetence that would otherwise have remained harmless often becomes dangerous… Failure does not strike like a bolt from the blue; it develops gradually according to its own logic. As we watch individuals attempt to solve problems, we will see that complicated situations seem to elicit habits of thought that set failure in motion from the beginning…

— Dietrich Dörner, The Logic of Failure

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swamp teaching

Posted by Marty Siegel on September 8, 2009

One of the challenges of teaching and learning complex skills such as interaction design is that one needs to know everything on day one; I made reference to this at the end of today’s class. I call this the teaching-learning paradox. Think about Project #1. In order to “successfully”complete the thermostat challenge, you need to be an expert in persona creation, evaluation techniques, ethnographic research, graphic design, team collaboration, solution generation (not just creating one or two possible “answers” but generating a dozen or more solutions), product form factor design, writing, presentation skills and so on. And yet, if one waits until you become an expert in each of these areas, you’d never do the first project!

So, instead, we follow a process of successive approximations. This is a step-wise progression to an idealized goal (in our case, of becoming an interaction design expert). We can never fully get there anymore than we can achieve total wholeness as a human being. However, we can try one thing and another, and hope that we get good feedback (or critique) along the way. We encourage you to “fail rapidly and fail often.” It’s through this process of trying, questioning, failing, and succeeding, all in small steps, that we improve our skills. We teach a little and you do a little; some would say, you do a lot! I don’t know how Shiva “destroys and transforms,” but it is how we will do it.

As I implied in the syllabus, this is not like a math class where we can assign simple problems in the beginning and then systematically increase the complexity of the problems as you learn new concepts and techniques. Even small problems in interaction design, if they have any relevance to the real-world, are messy and difficult to complete. We’re swamp dwellers!

To make the point even clearer, let’s examine the differences between real world problems and classroom problems. This is adopted from Sternberg, Robert J. (1985). “Teaching critical thinking, part 1: Are we making critical mistakes?” Phi Delta Kappan, 67, 194-198.

In the real world, the first and sometimes most difficult step in problem solving is recognition that a problem exists. In the classroom, the instructor or textbook signals that a problem exists.

In the real world, it is often harder to figure out just what the problem is than to figure out how to solve it. In the classroom, the instructor or textbook provides the problem.

Real world problems tend to be ill-structured. In the classroom, the instructor or textbook defines all aspects of  the problem.

In the real world, it is not usually clear just what information will be needed to solve a given problem, nor is it always clear where the information can be found. In the classroom, needed information to solve classroom or text-based problems is found in the associated chapter or lecture; often parallel problems (examples) are solved for the student.

The solutions to real world problems depend on and interact with the contexts in which the problems occur. Classroom or text-based problems are self-contained; little or no context is provided.

Real world problems generally have no one right solution, and even the criteria for what constitutes a best solution are often not clear. Classroom or textbook-based problems have one right solution; textbook solutions are found in the back of the book.

Solutions to important real world problems have consequences that matter. Solutions to classroom or textbook-based problems have no consequences other than a grade or school advancement.

Real world problem solving often occurs in teams. Classroom or textbook-based problem solving often occurs alone.

Real world problems can be complicated, messy, and stubbornly persistent. Classroom or textbook-based problems are clear, well-defined, and easily forgotten.

While Interaction Design Practice is conducted in a classroom setting, much of what we do is presented in an authentic context. We are trying to simulate what will happen when you enter the workforce, the so-called “real world” (and I’m not talking about the MTV series). The trick for you is to see a world of possibility. Only fear will hold you back, and it will crush you.

I’m reminded of a favorite book by Noah benShea, Jacob the Baker: Gentle Wisdom for a Complicated World (1989). It is the “story about a man whose humble life and profound wisdom are a source of both inspiration and reflection to those around him” (from the book’s inside cover). There’s a short segment about fear:

“A community leader came to see Jacob, hoping to find peace of mind, an ease for his burden.

The man was troubled by a repetitive dream that he did not understand.

‘Jacob, in my dream, I have traveled a long distance and am finally arriving at a great city. But, at the entrace to the city, I am met by a tall soldier who says that I must answer two questions before I am admitted. Will you help me?’

Jacob nodded.

‘The first question the soldier asks is ‘What supports the walls of a city?”

‘That is easy,’ said Jacob. ‘Fear supports the walls of a city.’

‘But what supports the fear?’ asked the man. ‘For that is the second question.’

‘The walls,’ answered Jacob. ‘The fears we cannot climb become our walls.’”

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