1. ⁘  ⁘  ⁘
  2. ⁘  ⁘  ⁘
  3. Abo, Akinori 9
  4. aesthetics 19
  5. agile 30
  6. Albers, Josef 17
  7. Alexander, Christopher 135
  8. Alexander, Scott 5
  9. Allsopp, John 4
  10. Ammer, Ralph 6
  11. Anderson, Gretchen 7
  12. anxiety 9
  13. Appleton, Maggie 5
  14. Aptekar-Cassels, Wesley 5
  15. Arango, Jorge 4
  16. architecture 110
  17. art 86
  18. Asimov, Isaac 5
  19. attention 17
  20. Auping, Michael 6
  21. Aurelius, Marcus 14
  22. Bachelard, Gaston 12
  23. Baker, Nicholson 10
  24. beauty 58
  25. Behrensmeyer, Anna K. 7
  26. Bell, Larry 3
  27. Bjarnason, Baldur 5
  28. Blake, William 5
  29. blogging 21
  30. body 11
  31. Boeing, Geoff 7
  32. boredom 9
  33. Botton, Alain de 38
  34. Brand, Stewart 4
  35. Bringhurst, Robert 16
  36. Brooks, Frederick P. 22
  37. Broskoski, Charles 6
  38. brutalism 7
  39. building 16
  40. bureaucracy 12
  41. Burnham, Bo 9
  42. business 15
  43. Byron, Lord 14
  44. Cagan, Marty 6
  45. Calvino, Italo 21
  46. Camus, Albert 13
  47. care 6
  48. Carruth, Shane 15
  49. Cegłowski, Maciej 6
  50. Cervantes, Miguel de 7
  51. chance 11
  52. change 16
  53. Chiang, Ted 4
  54. Chimero, Frank 17
  55. choice 8
  56. cities 51
  57. Clark, Robin 3
  58. Cleary, Thomas 8
  59. Cleary, J.C. 8
  60. code 20
  61. collaboration 16
  62. collections 31
  63. Collison, Simon 3
  64. color 23
  65. commonplace 10
  66. communication 31
  67. community 7
  68. complexity 11
  69. connection 24
  70. constraints 25
  71. construction 9
  72. content 9
  73. Corbusier, Le 13
  74. Coyier, Chris 4
  75. craft 65
  76. creativity 58
  77. crime 9
  78. Critchlow, Tom 5
  79. critique 10
  80. Cross, Nigel 12
  81. Cross, Anita Clayburn 10
  82. css 11
  83. culture 13
  84. curiosity 11
  85. cycles 7
  86. Danielewski, Mark Z. 4
  87. darkness 28
  88. Darwin, Will 10
  89. data 8
  90. death 38
  91. Debord, Guy 6
  92. decisions 9
  93. design 131
  94. details 30
  95. Dickinson, Emily 9
  96. Dieste, Eladio 4
  97. discovery 9
  98. doors 7
  99. Dorn, Brandon 11
  100. drawing 23
  101. Drucker, Peter F. 15
  102. Duany, Andres 18
  103. Eatock, Daniel 4
  104. economics 13
  105. efficiency 7
  106. Eisenman, Peter 8
  107. Eliot, T.S. 14
  108. emotion 8
  109. ending 14
  110. engineering 11
  111. Eno, Brian 4
  112. ethics 14
  113. euphony 38
  114. Evans, Benedict 4
  115. evolution 9
  116. experience 14
  117. farming 8
  118. fashion 11
  119. features 25
  120. feedback 6
  121. flaws 10
  122. Flexner, Abraham 8
  123. food 16
  124. form 18
  125. Fowler, Martin 4
  126. Franklin, Ursula M. 30
  127. friendship 6
  128. fun 7
  129. function 31
  130. games 13
  131. gardens 26
  132. Garfield, Emily 4
  133. Garfunkel, Art 6
  134. geography 8
  135. geometry 18
  136. goals 9
  137. Gombrich, E. H. 4
  138. goodness 12
  139. Graham, Paul 37
  140. graphics 13
  141. Greene, Erick 6
  142. Hamming, Richard 45
  143. happiness 17
  144. Harford, Tim 4
  145. Harper, Thomas J. 15
  146. Hayes, Brian 28
  147. heat 7
  148. Heinrich, Bernd 7
  149. Herbert, Frank 4
  150. Heschong, Lisa 27
  151. Hesse, Herman 6
  152. history 13
  153. Hoffman, Yoel 10
  154. Hofstadter, Douglas 6
  155. home 15
  156. Hoy, Amy 4
  157. Hoyt, Ben 5
  158. html 11
  159. Hudlow, Gandalf 4
  160. humanity 16
  161. humor 6
  162. Huxley, Aldous 7
  163. hypermedia 22
  164. i 18
  165. ideas 19
  166. identity 33
  167. images 10
  168. industry 9
  169. information 42
  170. infrastructure 17
  171. innovation 14
  172. interaction 10
  173. interest 10
  174. interfaces 36
  175. intuition 8
  176. invention 10
  177. Irwin, Robert 65
  178. Isaacson, Walter 28
  179. Ishikawa, Sara 33
  180. iteration 13
  181. Ive, Jonathan 6
  182. Jackson, Steven J. 14
  183. Jacobs, Jane 54
  184. Jacobs, Alan 5
  185. Jobs, Steve 20
  186. Jones, Nick 5
  187. Kahn, Louis 4
  188. Kakuzō, Okakura 23
  189. Kaufman, Kenn 4
  190. Keith, Jeremy 6
  191. Keller, Jenny 10
  192. Kelly, Kevin 3
  193. Keqin, Yuanwu 8
  194. Ketheswaran, Pirijan 6
  195. Kingdon, Jonathan 5
  196. Kitching, Roger 7
  197. Klein, Laura 4
  198. Kleon, Austin 13
  199. Klinkenborg, Verlyn 24
  200. Klyn, Dan 20
  201. knowledge 28
  202. Kohlstedt, Kurt 11
  203. Kramer, Karen L. 10
  204. Krishna, Golden 10
  205. Kuma, Kengo 18
  206. language 20
  207. learning 29
  208. life 59
  209. light 31
  210. loneliness 12
  211. love 25
  212. Lovell, Sophie 16
  213. Lupton, Ellen 11
  214. Luu, Dan 8
  215. Lynch, Kevin 12
  216. MacIver, David R. 8
  217. MacWright, Tom 5
  218. Magnus, Margaret 12
  219. making 77
  220. management 14
  221. Manaugh, Geoff 27
  222. Markson, David 16
  223. Mars, Roman 13
  224. material 39
  225. math 16
  226. McCarter, Robert 21
  227. meaning 33
  228. media 16
  229. melancholy 51
  230. memory 28
  231. metaphor 10
  232. metrics 19
  233. microsites 49
  234. Miller, J. Abbott 10
  235. Mills, C. Wright 9
  236. minimalism 10
  237. Miyazaki, Hayao 30
  238. Mod, Craig 15
  239. modularity 6
  240. Mollison, Bill 31
  241. morality 8
  242. Murakami, Haruki 21
  243. music 16
  244. Müller, Boris 7
  245. Naka, Toshiharu 8
  246. names 11
  247. Naskrecki, Piotr 5
  248. nature 51
  249. networks 15
  250. Noessel, Christopher 7
  251. notetaking 34
  252. novelty 10
  253. objects 15
  254. order 10
  255. ornament 9
  256. Orwell, George 7
  257. Ott, Matthias 4
  258. ownership 6
  259. Pallasmaa, Juhani 41
  260. Palmer, John 8
  261. patterns 11
  262. Patton, James L. 9
  263. Pawson, John 21
  264. perception 22
  265. perfection 7
  266. performance 17
  267. Perrine, John D. 9
  268. Petroski, Henry 24
  269. philosophy 6
  270. photography 20
  271. physics 6
  272. Pinker, Steven 8
  273. place 14
  274. planning 15
  275. Plater-Zyberk, Elizabeth 18
  276. poetry 13
  277. politics 9
  278. Pollan, Michael 6
  279. practice 10
  280. problems 31
  281. process 22
  282. production 7
  283. productivity 12
  284. products 20
  285. programming 9
  286. progress 16
  287. Pye, David 42
  288. quality 25
  289. questions 8
  290. Radić, Smiljan 20
  291. Rams, Dieter 16
  292. Rao, Venkatesh 14
  293. reading 16
  294. reality 13
  295. Reichenstein, Oliver 5
  296. religion 11
  297. Rendle, Robin 12
  298. repair 28
  299. research 17
  300. Reveal, James L. 4
  301. Richards, Melanie 3
  302. Richie, Donald 10
  303. Rougeux, Nicholas 4
  304. Rowe, Peter G. 10
  305. Rupert, Dave 4
  306. Ruskin, John 5
  307. Satyal, Parimal 9
  308. Saval, Nikil 13
  309. Sayers, Dorothy 32
  310. Schaller, George B. 7
  311. Schwulst, Laurel 5
  312. science 17
  313. seeing 36
  314. Sennett, Richard 45
  315. senses 11
  316. Seuss, Dr. 14
  317. Shakespeare, William 4
  318. Shorin, Toby 8
  319. silence 9
  320. Silverstein, Murray 33
  321. Simms, Matthew 19
  322. Simon, Paul 6
  323. simplicity 14
  324. Singer, Ryan 12
  325. skill 17
  326. Sloan, Robin 5
  327. Smith, Cyril Stanley 29
  328. Smith, Justin E. H. 6
  329. Smith, Rach 4
  330. socializing 7
  331. society 23
  332. software 66
  333. solitude 12
  334. Somers, James 8
  335. Sorkin, Michael 56
  336. sound 14
  337. space 20
  338. Speck, Jeff 18
  339. speech 6
  340. spirit 10
  341. streets 10
  342. structure 13
  343. Strunk, William 15
  344. Ström, Matthew 13
  345. style 30
  346. Sun, Chuánqí 15
  347. symbols 12
  348. systems 18
  349. Sōetsu, Yanagi 34
  350. Sōseki, Natsume 8
  351. Tanaka, Tomoyuki 9
  352. Tanizaki, Jun'ichirō 15
  353. taste 10
  354. Taylor, Dorian 16
  355. teaching 21
  356. teamwork 16
  357. technology 41
  358. texture 7
  359. thinking 30
  360. Thoreau, Henry David 8
  361. time 54
  362. Tolkien, J.R.R. 6
  363. tools 32
  364. touch 8
  365. transportation 16
  366. Trombley, Nick 44
  367. truth 15
  368. Tufte, Edward 31
  369. Turrell, James 6
  370. typography 25
  371. understanding 32
  372. urbanism 68
  373. ux 100
  374. Victor, Bret 9
  375. Viollet-le-Duc, Eugène 4
  376. vision 7
  377. visualization 34
  378. Voltaire 4
  379. wabi-sabi 8
  380. walking 23
  381. Wallace, David Foster 33
  382. Wang, Shawn 6
  383. war 7
  384. waste 12
  385. Watterson, Bill 4
  386. Webb, Matt 14
  387. Wechler, Lawrence 37
  388. whimsy 11
  389. White, E.B. 15
  390. Wirth, Niklaus 6
  391. wisdom 20
  392. Wittgenstein, Ludwig 7
  393. Woolf, Virginia 11
  394. words 35
  395. work 80
  396. writing 55
  397. Wurman, Richard Saul 18
  398. www 88
  399. Yamada, Kōun 5
  400. Yamashita, Yuhki 4
  401. Yudkowsky, Eliezer 17
  402. zen 38
  403. ⁘  ⁘  ⁘
  404. About
  405. RSS Feed
  406. Source

Problem Solving

Close
  • We feel it in our fingers

    In System A, there is no architect separate from the contractor. We are builders, simply. As builders, we have a direct feeling about construction. We feel it in our fingers, so it is down to earth. One result of this down-to-earth quality is that everything is somewhat experimental. We make experiments all the time. Sometimes we place a piece of wood this way. Another time, we may like to try it that way. Any time something new comes up in the design of a building, we are very likely to try and invent the best way of building it. This is not a great big invention. Just a simple invention, the way we might invent a way of tying a piece of string, to hold a broken toy together. It is just practical.

    Christopher Alexander, The Battle for the Life and Beauty of the Earth
    1. ​​In Defence of Intuition​​
    • invention
    • creativity
    • problems
  • The solution of the age

    The concept of “problem and solution” is as meaningless, applied to the act of creation, as it is when applied to the act of procreation. To add John to Mary in a procreative process does not produce a “solution” of John’s and Mary’s combined problem; it produces George or Susan, who (in addition to being a complicating factor in the life of his or her parents) possesses an independent personality with an entirely new set of problems.

    ...there is no strictly mathematical or detective-story sense in which it can be said that the works of a poet are the “solution” of the age in which he lived...The artist does not see life as a problem to be solved, but as a medium for creation.

    Dorothy Sayers, The Mind of the Maker
    • problems
  • What the problem is

    Sometimes the problem is to discover what the problem is.

    Gordon Clegg, The Design of Design (Cambridge Engineering Series)
    1. ​​The heart of systems engineering​​
    2. ​​Complete and consistent requirements​​
    • problems
    • design
    • ux
  • You can't look a big problem too directly in the eye

    You can't look a big problem too directly in the eye. You have to approach it somewhat obliquely. But you have to adjust the angle just right: you have to be facing the big problem directly enough that you catch some of the excitement radiating from it, but not so much that it paralyzes you. You can tighten the angle once you get going, just as a sailboat can sail closer to the wind once it gets underway.

    Paul Graham, Good and bad procrastination
    • problems
    • goals
  • Everything works both ways

    Disadvantages can be viewed as "problems" and we can take an energy-expensive approach to "get rid of the problem", or we can think of everything as being a positive resources: it us up to us to work out just how we can make use of it.

    "Problems" can be intractable weeds, huge boulders lying on the perfect house site, and animals eating garden and orchard produce. How can we turn these into useful components of our system? Boulders on the perfect house site, for example, can be incorporated into the house itself, for beauty and as a heat storage system.

    Bill Mollison, Introduction to Permaculture
    • problems
  • The kind of problem a city is

    Dr. Weaver lists three stages of development in the history of scientific thought: (1) ability to deal with problems of simplicity; (2) ability to deal with problems of disorganized complexity; and (3) ability to deal with problems of organized complexity.

    The history of modern thought about cities is unfortunately very different from the history of modern thought about the life sciences. The theorists of conventional modern city planning have consistently mistaken cities as problems of simplicity and of disorganized complexity, and have tried to analyze and treat them thus.

    Jane Jacobs, The Death and Life of Great American Cities
    1. ​​Order Out of Chaos​​
    2. ​​Order Without Design​​
    • problems
    • cities
    • complexity
  • The problem of the house has not yet been stated

    The lesson of the airplane is not primarily in the forms it has created, and above all we must learn to see in an airplane not a bird or a dragon-fly, but a machine for flying; the lesson of the airplane lies in the logic which governed the enunciation of the problem and which led to its successful realization. When a problem is properly stated, in our epoch, it inevitably finds its solution.

    The problem of the house has not yet been stated.

    Le Corbusier, Towards a New Architecture
    • problems
  • Clinging to ideas

    Another aspect of design thinking that was evident in the foregoing case studies is the tenacity with which designers will cling to major design ideas and themes in the face of what at times might seem insurmountable odds. Often the concept the designer has in mind can only come to fruition if a large number of apparently countervailing conditions can be surmounted.

    Even when severe problems are encountered, a considerable effort is made to make the initial idea work, rather than to stand back and adopt a fresh point of departure.

    Peter G. Rowe, Design Thinking
    • problems
  • A good question is better than a brilliant answer

    Louis Kahn, Understanding Understanding
    • problems
  • A normal wooden pencil

    Aaron: You know that story about how NASA spent millions of dollars developing this pen that writes in Zero G? And how Russia solved the problem?

    Abe: Yeah, they used a pencil.

    Shane Carruth, Primer
    • problems
    • creativity
    • constraints
    • cosmos
  • Each fascinating crisis

    The problems themselves, though they once obsessed you, and kept you working late night after night, and made you talk in your sleep, turn out to have been hollow: two weeks after your last day they already have contracted into inert pellets one-fiftieth of their former size; you find yourself unable to recreate the sense of what was really at stake, for it seems to have been the Hungarian 5/2 rhythm of the lived workweek alone that kept each fascinating crisis inflated to its full interdepartmental complexity.

    Nicholson Baker, The Mezzanine
    • work
    • problems
    • bureaucracy
  • You are agreeing to make a Thing

    When you sign the contract for the construction project, you are agreeing to make a Thing—app, website, whatever. And you will have agreed to deliver this Thing on a certain date, also known as a deadline. From this point forward, the goals of shipping the Thing on time and actually solving the client’s problem will be in competition with each other.

    Dorian Taylor, On the "Building" of Software and Websites
    • problems
  • How to be a genius

    Richard Feynman was fond of giving the following advice on how to be a genius: You have to keep a dozen of your favorite problems constantly present in your mind, although by and large they will lay in a dormant state. Every time you hear or read a new trick or a new result, test it against each of your twelve problems to see whether it helps. Every once in a while there will be a hit, and people will say: ‘How did he do it? He must be a genius!’

    Will Darwin, Building a knowledge base
    www.willdarwin.com
    1. ​​Thinking in terms of outputs​​
    • knowledge
    • problems
  • Old solutions

    Where the problem is old, the old solutions will nearly always be best.

    David Pye, The Nature and Aesthetics of Design
    1. ​​Old words​​
    • problems
  • As something we have never seen before

    A true revelation, it seems to me, will emerge only from stubborn concentration on a solitary problem. I am not in league with inventors or adventurous, nor with travelers to exotic destinations. The surest - also the quickest - way to awake the sense of wonder in ourselves is to look intently, undeterred, at a single object. Suddenly, miraculously, it will reveal itself as something we have never seen before.

    Cesare Pavese, Dialoghi con Leucò
    • problems
    • creativity
  • The technology shelf

    Motorola developed what it called a 'technology shelf', created by a small group of engineers, on which were placed possible technical solutions that other teams might use in the future; rather than trying to solve the problem outright, it developed tools whose immediate value was not clear.

    Richard Sennett, The Craftsman
    1. ​​The Usefulness of Useless Knowledge​​
    • problems
    • technology
  • Details first

    The identification a good craftsman produces is selective, that of finding the most forgiving element in a difficult situation. Often this element is smaller, and so seems less important, than the larger challenge. It is an error in technical as in artistic work to deal first with the big difficulties and then clean up the details; good work often proceeds in just the opposite fashion.

    Richard Sennett, The Craftsman
    • problems
  • Each pattern is a rule

    Each pattern is a rule which describes what you have to do to generate the entity which it defines. It is a three-part rule, which expresses a relation between a certain context, a problem, and a solution.

    There is an imperative aspect to the pattern. The pattern solves a problem. It is not merely “a” pattern, which one might or might not use on a hillside. It is a desirable pattern; and for a person who wants to farm a hillside, and prevent it from erosion, he must create this pattern, in order to maintain a stable and healthy world. In this sense, the pattern not only tells him how to create the pattern of terracing, if he wants to; it also tells him that it is essential for him to do so, in certain particular contexts, and that he must create this pattern there.

    It is in this sense that the system of patterns forms a language.

    Christopher Alexander, The Timeless Way of Building
    • problems
  • When all you have is a hammer

    The success and spread of a particular tool – and this tool can be organizational or administrative as well as mechanical – has another consequence. Any task tends to be structured by the available tools. It can appear that the available tools represent the best or even the only way to deal with a situation.

    Thus is may be wise, when communities are faced with new technological solutions to existing problems, to ask what these techniques may prevent and not only to check what the techniques promise to do.

    Ursula M. Franklin, The Real World of Technology
    • tools
    • problems
  • Notes on the Synthesis of Form

    A Book by Christopher Alexander
    www.hup.harvard.edu
    1. ​​I could do better than that​​
    2. ​​This small internal quaver​​
    3. ​​Their wrongness is somehow more immediate​​
    • math
    • design
    • architecture
    • form
    • problems
  • Framing vs. Shaping

    An Article by Ryan Singer
    world.hey.com
    Image from world.hey.com on 2022-05-21 at 2.00.58 PM.png

    Framing is all about the problem and the business value. It's the work we do to challenge a problem, to narrow it down, and to find out if the business has interest and urgency to solve it.

    The framing session is where a feature request or complaint gets evaluated to judge what it really means, who's really affected, and whether now is the time to try and shape a solution.

    • products
    • problems
  • Learning to walk through walls

    An Article by David R. MacIver
    drmaciver.substack.com

    I have a running joke that one of the most useful things I do when coaching or consulting is to say to people “Yes, that does sound like a problem. Have you tried solving it?”

    Part of why this is a joke is that actually most of the useful work happens prior to the point - the hard part is actually articulating what is going wrong well enough that it seems like a soluble problem - but there is genuinely something useful about this, because often it feels people are looking for permission.

    Without the external prompt, solving their problem is not something they noticed that they were allowed to do.

    1. ​​A Burglar's Guide to the City​​
    • problems
    • games
  • Delight in the imperfect

    An Article by David R. MacIver
    drmaciver.substack.com

    I think part of the difficulty in allowing ourselves to properly delight in the imperfect, comes from conflating delighting in something with wanting it to happen. This isn’t the case. You can appreciate something as it exists while acknowledging its problems. You can see that a fire is beautiful without becoming a pyromaniac, and you can appreciate the absurdity of your political situation without thinking it’s good.

    Even if a delight in the imperfect causes you to want more imperfection in your life (and it should), there is no shortage of imperfection to seek out. The imperfect is not scarce, it’s abundant. If you find imperfection delightful, you will never be short of things that delight you, even if you fix any given problem. Solving problems and smoothing out imperfections doesn’t remove the source of delight, it merely opens up new vistas for it. You could give yourself over totally to delight in the imperfect and never run out of things to explore, even without creating your own.

    • flaws
    • humor
    • problems
  • The Nature of Product

    An Article by Marty Cagan
    www.svpg.com

    Too many product managers and product designers want to spend all their time in problem discovery, and not get their hands dirty in solution discovery – the whole nonsense of “product managers are responsible for the what and not the how.”

    1. ​​On Greatness​​
    2. ​​One Of Us​​
    • ux
    • products
    • problems
    • design

    See also: "UI is not UX!" designers.

  • The Feynman Algorithm

    A Definition
    wiki.c2.com
    1. Write down the problem.
    2. Think real hard.
    3. Write down the solution.
    1. ​​The fastest way to learn something is to do something​​
    • problems
    • thinking
  • The fastest way to learn something is to do something

    An Article by David R. MacIver
    notebook.drmaciver.com

    Suppose you have a problem to solve. What do you do?

    Well, you sit down and think real hard, and after extensive and careful planning you try the well thought out and rigorous solution that you have thought up. Right?

    No, wrong! Bad.

    The correct thing to do when you have a problem is:

    1. Think for a short amount of time.
    2. Make sure it is safe to try things.
    3. Try something you think will work.
    4. Observe the result. If you succeeded, yay you solved the problem! If it didn't work, think about what that means for the nature of the problem and try again.
    1. ​​The Feynman Algorithm​​
    • problems
    • prototypes
    • feedback
  • Scott and Scurvy

    An Essay by Maciej Cegłowski
    idlewords.com

    …one of the simplest of diseases managed to utterly confound us for so long, at the cost of millions of lives, even after we had stumbled across an unequivocal cure. It makes you wonder how many incurable ailments of the modern world—depression, autism, hypertension, obesity—will turn out to have equally simple solutions, once we are able to see them in the correct light. What will we be slapping our foreheads about sixty years from now, wondering how we missed something so obvious?

    1. ​​Reality is Very Weird and You Need to be Prepared for That​​
    • problems
  • Class 1 / Class 2 Problems

    An Article by Kevin Kelly
    kk.org

    There are two classes of problems caused by new technology. Class 1 problems are due to it not working perfectly. Class 2 problems are due to it working perfectly.

    ...Class 1 problems arise early and they are easy to imagine. Usually market forces will solve them. You could say, most Class 1 problems are solved along the way as they rush to become Class 2 problems. Class 2 problems are much harder to solve because they require more than just the invisible hand of the market to overcome them.

    ...Class 1 problems are caused by technology that is not perfect, and are solved by the marketplace. Class 2 problems are caused by technology that is perfect, and must be solved by extra-market forces such as cultural norms, regulation, and social imagination.

    • problems
    • technology
    • culture
    • society
  • Adding is favoured over subtracting in problem solving

    A Research Paper
    www.nature.com
    Image from www.nature.com on 2021-04-21 at 3.38.51 PM.png

    How would you change this structure so that you could put a masonry brick on top of it without crushing the figurine, bearing in mind that each block added costs 10 cents? If you are like most participants in a study reported by Adams et al. in Nature, you would add pillars to better support the roof. But a simpler (and cheaper) solution would be to remove the existing pillar, and let the roof simply rest on the base.

    A series of problem-solving experiments reveal that people are more likely to consider solutions that add features than solutions that remove them, even when removing features is more efficient.

    • features
    • problems
    • ux
  • Do not propose solutions

    A Quote

    “Do not propose solutions until the problem has been discussed as thoroughly as possible without suggesting any.

    I have often used this edict with groups I have led—particularly when they face a very tough problem, which is when group members are most apt to propose solutions immediately.”

    — Norman R.F. Maier

    1. ​​Rationality: From AI to Zombies​​
    2. ​​Let the goals suggest themselves​​
    • problems
  • What we have known since long

    A Quote by Ludwig Wittgenstein

    The problems are solved, not by giving new information, but by arranging what we have known since long.

    • notetaking
    • understanding
    • problems
    • information

See also:
  1. design
  2. ux
  3. creativity
  4. technology
  5. products
  6. constraints
  7. cosmos
  8. tools
  9. knowledge
  10. invention
  11. math
  12. architecture
  13. form
  14. notetaking
  15. understanding
  16. information
  17. work
  18. bureaucracy
  19. cities
  20. complexity
  21. goals
  22. features
  23. culture
  24. society
  25. thinking
  26. prototypes
  27. feedback
  28. flaws
  29. humor
  30. games
  1. Christopher Alexander
  2. David R. MacIver
  3. Richard Sennett
  4. Louis Kahn
  5. Gordon Clegg
  6. Cesare Pavese
  7. David Pye
  8. Shane Carruth
  9. Ursula M. Franklin
  10. Will Darwin
  11. Ludwig Wittgenstein
  12. Dorian Taylor
  13. Nicholson Baker
  14. Peter G. Rowe
  15. Le Corbusier
  16. Jane Jacobs
  17. Bill Mollison
  18. Paul Graham
  19. Dorothy Sayers
  20. Kevin Kelly
  21. Maciej Cegłowski
  22. Marty Cagan
  23. Ryan Singer