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ADDC 2018 - Ricardo Vazquez: Wicked Problems

ADDC 2018 - Ricardo Vazquez: Wicked Problems

Big or small, problems are all around us. Unlike ‘tame’ problems – which can be solved using traditional problem solving methods – wicked problems are a beast of its own. These problems are reactive, they are multi-threaded, and they are never-ending. Having coined the term in 1969, Horst Rittel and Melvin Webber sought out to address the crisis of public confidence in experts and planners at a time of rising affluence and inequality. After more than forty years, wicked problems are as relevant as they were then.

In this workshop, we will delve into the history, properties, and approaches to solving a wicked problem. Through our time together, we will come to the conclusion that in order to create unprecedented outcomes, we must take into consideration our qualities, necessities, and opportunities, coupled with an appreciation of how they are interrelated. The opportunity to analyze, question, and invent is afforded to any creative individual who understands the full system in which they operate. We will discuss the concept of the adjacent possible as a model for explaining how ideas develop and innovations are envisioned. Through the model of the adjacent possible, we will learn of some of history’s most innovative advances.

Moving past the conceptual rhythm of wicked problems, we will discuss and share real case-studies of how 3 organizations/individuals solved a wicked problem in their own domain. Through the lens of Integrative Thinking, we will discuss how to take a design thinking approach to solving hard problems. During the latter part of the lecture, we will uncover the common thread these three approaches have: all of these thinkers possess empathy and observation at their core. Design empathy unlocks the creative capacity for innovation. For us designers, tackling wicked problems as if they were design problems – even though they are outside of the traditional realm of design – leads to outcomes that are not only functional but emotionally meaningful.

Get ready to spend some time uncovering the power of design thinking, and how you can best apply this thinking to solve some of your world’s most wicked problems.

More about the talk, authors & slides: https://addconf.com/2018/schedule/design-workshop-wicked-problems/
Read about the conference: https://addconf.com

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Transcript

  1. Problems are all around us • None of us here

    are foreign to problems, big or small. • Wicked problems are a little bit different. • Unlike 'tame' problems – which can be always be solved – wicked problems are just plain hard. Ricardo Vazquez 2
  2. Wicked Problems • Reactive. • Never-ending • Multi-threaded • The

    parameters of the problem itself is often half the challenge. Ricardo Vazquez 3
  3. In order to anticipate all questions, knowledge of all conceivable

    solutions is required — Rittel and Webber Ricardo Vazquez 8
  4. Part of the art of dealing with wicked problems is

    the art of not knowing too early which type of solution to apply — Rittel and Webber Ricardo Vazquez 11
  5. 4. Wicked problem can be treated as a symptom of

    another problem Ricardo Vazquez 12
  6. The higher the level of a problem's formulation, the broader

    and more general it becomes: and the more difficult it becomes to do something about it. — Rittel and Webber Ricardo Vazquez 17
  7. Adjacent Possible • Our collective ideas advance with the same

    limitation. • Most advancements are logical – smaller phone, more powerful computer. • Some ideas, however, come out of nowhere. • And they are actually quite easy to spot out. Ricardo Vazquez 33
  8. [Reassess] the objectives of the work in light of new

    opportunities. — Frank Chimero Ricardo Vazquez 39
  9. • We need to iterate on how we answer our

    needs, and not necessarily on the way our old solutions have taken shape. • Wicked problems are just this. We can begin to solve them by always asking the Why. Ricardo Vazquez 42
  10. 1. Boost low prices 2. Fix the PR problem 3.

    Help the environment Ricardo Vazquez 55
  11. 1. Enforced sustainability standards 2. Stopped buying from those who

    didn't meet standards 3. Pushed suppliers to reduce packaging, increase use of recycled material Ricardo Vazquez 59
  12. 1. Public health model cannot afford development of drugs 2.

    Big Pharma is too expensive to be used in cases where patients cannot pay Ricardo Vazquez 66
  13. DECOMPOSITION 1. Drugs developed by Big Pharma would never go

    to market 2. Orphan drugs might treat related diseases serendipitously 3. Take compounds and apply them to diseases in the developing world 4. Test and deliver drugs using a public health approach Ricardo Vazquez 68
  14. • Virtual classrooms • Less powerful learning environment for students

    in need of mentoring or support. Ricardo Vazquez 78
  15. • $50 in the 1st year • Students come to

    central campus in Johannesburg • Work-study within the university • Direct connection to corporate community Ricardo Vazquez 83
  16. The images, assumptions, and stories we carry in our minds

    about ourselves, other people [...] and every aspect of the world — Peter Senge Ricardo Vazquez 98
  17. • Incentives • Penalties • 'Be Kind, Rewind' reminders •

    Rewinding machines at the store Ricardo Vazquez 113
  18. Non-negotiable conditions 1. 100% customer accountability 2. No additional burden

    to customer 3. Extremely low cost – pennies per tape at most 4. Easy to implement Ricardo Vazquez 114
  19. Empathy Map Canvas Designed for: Designed by: Date: Version: WHO

    are we empathizing with? What do they need to DO? What do they need to do differently? What job(s) do they want or need to get done? What decision(s) do they need to make? How will we know they were successful? Who is the person we want to understand? What is the situation they are in? What is their role in the situation? GOAL What do they SEE? What do they SAY? What do they DO? What do they HEAR? What do they THINK and FEEL? What do they see in the marketplace? What do they see in their immediate environment? What do they see others saying and doing? What are they watching and reading? What have we heard them say? What can we imagine them saying? What do they do today? What behavior have we observed? What can we imagine them doing? What are they hearing others say? What are they hearing from friends? What are they hearing from colleagues? What are they hearing second-hand? © 2017 Dave Gray, xplane.com Last updated on 16 July 2017. Download a copy of this canvas at http://gamestorming.com/empathy-map/ 1 2 3 4 5 6 7 PAINS GAINS What are their fears, frustrations, and anxieties? What are their wants, needs, hopes and dreams? What other thoughts and feelings might motivate their behavior? Ricardo Vazquez 116
  20. ... if we observed first, and designed second, we wouldn't

    need most of the things we build. — Ben Hamilton-Baillie Ricardo Vazquez 128