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