I guess design sometimes deals with problems that are wicked in Rittel's original sense of the word, and sometimes not.

A related way to think, which has proven more generative to me in terms of process management, is to say that design is about learning.

What you do as a designer, and particularly in early, explorative phases, is to learn as much as possible. You want to learn about what the design space looks like, how the "problem" can be framed in different ways (sometimes equal to different kinds of transformations from an existing situation), what possible "solutions" there might be, what qualities you might expect from those "solutions" if they were deployed.

This kind of learning is normally not limited by inherent bounds of the design space. There is always another idea that could be explored, always another way to rephrase the "problem".

Hence, in my experience, you do not work broadly and divergently in order to increase your certainty as much as in order to reduce your uncertainty.

And the question of when we have enough is often answered by other means, such as when time and resources devoted to exploration are exhausted. At that point, we have to obey the 80/20 rule and hope for good-enough.

Sorry if this comes across as too academic and Zen-like, but this is actually how I tend to think about my work and my teaching.

Jonas Löwgren

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