Module 03: Problem Discovery and Definition
Module 3
Module 03: Problem Discovery and Definition
This module is entirely about the first stage of creative problem solving. It never asks you to generate a solution. It teaches you to separate symptoms from problems, to find root causes, to decide which problems are worth your time, to explore a problem with seven named methods, to prioritise what is left, to empathise with the people inside the problem, and finally to frame the problem so that solving it is even possible.
Memory hook: "A problem fully understood is half solved." The whole module is an argument for slowing down before you solve.
3.1 Process of creative problem solving
The three-step process
| Step | What you do | The discipline that protects it |
|---|---|---|
| 1. Problem exploration | Understand the real problem. Treat what you see as a symptom, not a problem | No ideation. The moment you start solving the problem, you have stopped thinking about the problem |
| 2. Solution generation | Generate a large volume of ideas, average ones included | No judgement. Criticising an idea in a group setting criticises the person and shuts down whatever they had left |
| 3. Solution validation | Evaluate on logic and data, collaboratively | No gut feel. It is very easy to shoot down an idea because it does not sound good, and that may be exactly where the merit is |
Abraham Lincoln's axe. "If I had six hours to chop down a tree, I would spend the first four sharpening my axe." Sharpening the axe is understanding the problem. Soni's own version: with eight hours to solve a problem he would spend the first six understanding it.
Why quantity produces quality
The coconut farmer workshop. Soni ran a two-hour workshop near Coimbatore with coconut-growing farmers, partly in English and partly in Tamil. They generated more than 550 ideas, which he then reduced to a top 50.
The crucial detail is how he reduced them. He went from 550 to 50 by fusing ideas together, not by deleting 500 of them.
| Route to 50 ideas | Quality |
|---|---|
| Generate 550, then fuse down to 50 | Superior |
| Generate 50 and stop | Inferior |
Memory hook: Ideas are like Lego blocks. One block does nothing. Ten let you build something. A hundred give you effectively infinite combinations. Good ideas come from the combination of average ideas.
How to be a good problem solver
| Practice | What it means |
|---|---|
| Listen with intent | Nobody has ever been told to avoid a person because they listen too much. Use the RASA method (see 3.7) |
| Observe with purpose | Pay deliberate attention to your surroundings. The selective attention test is the standard demonstration |
| Defer judgement | Premature judgement inhibits learning and denies the other person any reason to change. "Judge no one: every saint had a past and every sinner has a future" |
Divergent and convergent thinking
| Divergent thinking | Convergent thinking | |
|---|---|---|
| What it does | Explores many possible solutions | Selects the best one |
| Difficulty | Harder. It is the one schooling never trains | Easier and heavily trained |
| Order | Always first | Always second |
The teaching illustration: instead of asking "what is 7 plus 3?", ask "how many ways can you make 10?" The first has one answer. The second has infinitely many.
3.2 Getting to the root of a problem
Symptoms, problems and root causes
Go to a doctor and you report a headache, a stomach ache, poor sleep and no appetite. Those are symptoms. You do not walk in announcing that you have a viral, bacterial or fungal infection, because you do not know your own problem, and yet you claim to know other people's.
Memory hook: The moment you classify something as a problem, you try to solve it. The moment you classify it as a symptom, you try to understand it.
The diabetes exercise. Five symptoms: frequent urination, dry mouth, hunger immediately after eating, weakening eyesight, blisters on the feet. Almost everyone correctly names the problem as diabetes without being a doctor, because they have seen the pattern before. But nobody can say why the person is diabetic, and the candidate root causes are many: heredity, lifestyle, a medicine allergy, a malfunctioning organ, or the early onset of something else.
It is root causes, plural. Several things acting together in concert produce what presents to you as a problem. Getting from symptoms to problems to root causes is diagnosis.
Quick fix versus perma fix
| Quick fix (jugaad) | Perma fix | |
|---|---|---|
| Operates on | Symptoms | Root causes |
| Example | Folding paper under a wobbly chair leg. Using a matchstick when the kitchen lighter fails | Redesigning a chair that does not wobble |
| Cost | Low | High in resources, time and assets |
| Repeatability | None. There is no guarantee you or anyone else could repeat it | Full. It becomes a method others can learn |
| Status | Acceptable as a choice, never as a default | The goal |
Common trap: Solving a problem is not the same as creating a solution. Being jugaadu does not make you creative, because a quick fix is common sense, and common sense is not creative.
The impact-frequency matrix
This is the tool for deciding which fix a problem deserves. Plot impact against how often the problem occurs.
| Frequency low | Frequency high | |
|---|---|---|
| Impact low | Quick fix. A perma fix would cost more than the problem. Example: the kitchen lighter fails, so use a matchstick | Perma fix. The frequency catches up even though each instance is trivial. Examples: frequent absenteeism, daily food wastage in a cafeteria |
| Impact high | Quick fix first, then perma fix. Douse the fire before you convene a committee, but do not stop there or it recurs and bigger. Aviation is the model: every crash has a black box, an investigation, a filed report, and changes relayed to every pilot in the world | Perma fix, always |
Common trap: Module 4 has a different matrix with the same first axis. Module 3's matrix is impact against FREQUENCY and answers "quick fix or perma fix?" Module 4's matrix is impact against TIME TO IMPACT and answers "which idea do I execute first?" They have different second axes, different quadrant names and different questions. Do not merge them.
The deeper point, borrowed from Viktor Frankl: what distinguishes a human from an animal or a machine is the zone between what happens to you and how you respond. Protect that zone, expand it, and put more options in it, and you become creative.
3.3 Knowing if a problem is worth it
Pharmacist, doctor, surgeon
Before asking how to solve a problem, ask why it should be solved at all.
| Role | What they operate on | How they work | Value created |
|---|---|---|---|
| Pharmacist | Symptoms | Quick, surface-level, prescription-driven. Treats the problem as a transaction | Lowest |
| Doctor | Problems | Diagnoses more deeply, tailors a solution, follows up, but still treats many patients with similar complaints | Middle |
| Surgeon | Root causes | Every operation is unique. Requires detailed understanding, expertise and creativity | Highest, and longest-lasting |
Aim to be the surgeon. Understanding a problem deeply cannot be automated or delegated, which is precisely why it is worth building as a skill.
Memory hook: "You will be remembered for what you create, not what you manage." "Create solutions that outlive you." And: creativity is not about working hard, it is about thinking hard.
Zone of concern and zone of influence
| Zone | What it contains |
|---|---|
| Zone of concern | Everything that bothers you. Twenty-four-hour news, newspapers, reels, social media and gossip all inflate it |
| Zone of influence | The much smaller set of things you can proactively correct |
The prescription: shrink the zone of concern, expand the zone of influence. You shrink it by controlling your input channels: cutting small talk, cutting the reel habit, being comfortable sitting alone with a book, and letting people hold whatever opinion of you they like, because an opinion does not change who you are.
Memory hook: MS Dhoni: "Control the controllables."
The test to apply to any global concern: what can you personally do about it? Take public transport, raise awareness, donate, write. If you can do something, do it. If you cannot, it does not belong in your zone of concern.
Problem solving as sculpting
The solution is already inside the problem, and you reveal it by chiselling. Only the artist can see the idol inside the stone slab. Most people chisel at a gross level and stop. Fine chiselling is what gets remembered: the sculptures of Ajanta and Ellora, and Kailasa in particular, took roughly a hundred years, which is three generations, and we are still discussing them a thousand years later.
Bruises and cancers
Every problem does one of two things over time.
| Type | Behaviour over time | Example | Share of your problems |
|---|---|---|---|
| Bruise | Dilutes and solves itself | A shaving cut. Whether you apply ointment, Soframycin, alum, aftershave or nothing at all, it heals in the same time | 80 to 90% |
| Cancer | Worsens if ignored | A small bulge on the liver flagged at an annual check-up | 5 to 10% |
Common trap: Every problem looks like a cancer when it arrives, and you feel that hell will break loose unless you act now. The statistics say otherwise. Step back intellectually, emotionally, physically and philosophically and ask what happens if you do not address it right now. Acting immediately on a bruise wastes your time and can make the problem worse.
The COVID lesson: life goes on, with you or without you. Trains, flights, hospitals, electricity and water all continued. Even with your best effort you can never fully ascertain the outcome.
3.4 Problem solving in teams
Vertical thinking versus parallel thinking
Teams generate friction even when everyone wants the same outcome, because of vertical thinking: stacking one thought on top of another inside your own belief system, agreeing with those who share it and vehemently dismissing those who do not. Soni's examples of clashing belief systems are whether to talk to strangers, whether to give money to beggars, and vegetarianism.
Edward de Bono's answer is parallel thinking: with five people in a team, everyone thinks in only one dimension at a time, and it is the same dimension for everyone.
The Six Thinking Hats
| Hat | Colour association Soni elicits | What that hat licenses |
|---|---|---|
| White | Purity, peace, calmness | Data, facts, rationality. No opinion allowed |
| Red | Emotion, danger, love, blood, risk | Emotions, intuition, gut feel. The logical opposite of white |
| Yellow | Happiness, prosperity, sun, sunflowers | Positives and benefits. What is good here, how do we get through this |
| Black | Dark, night, negativity, concealment | Risks, cautions, negatives. Play devil's advocate: what can go wrong |
| Green | Vegetation, growth, flora | Fresh ideas, unencumbered, unhindered, unvalidated |
| Blue | Sky, ocean, expanse | Process control. The moderator wears this hat |
How to actually run a Six Hats session
- Everybody wears the same hat at the same time. This is the rule the method lives or dies by.
- Time-box each hat. Two or three minutes on white, ten minutes on green, two minutes on black.
- Follow a sequence. Soni's default: white (get all the data on the table), then red (what do you feel about that data, what is missing from your own experience), then green (generate ideas), then black (what can go wrong with these ideas), invoking yellow whenever the group sinks into digression.
- One person stays in blue throughout, moderating.
Common trap: The classic failure is assigning a different hat to each person. That reinstates exactly the conflict the method exists to remove. Conflict happens when one person is offering intuition while another demands proof. Announce the hat beforehand and both are legitimate in turn.
3.5 Problem exploration methods
Seven named methods, all of which explore rather than solve.
3.5.1 The 5 Whys
From Toyota. Ask "why?" up to five times to descend from a symptom to a root cause.
How to run it:
- Write the symptom at the top.
- Ask why and record the first plausible answer.
- Ask why of that answer, not of the original statement.
- Repeat up to five times. Three or four often suffice, but five usually lands on something actionable.
- Run a second, different line of enquiry from the same starting point, because one chain gives one root cause and you want several.
Worked chain A: students are not attentive in class.
| Level | Answer |
|---|---|
| Why? | The course is not engaging |
| Why? | The teacher made it either too simple or too complex |
| Why? | The teacher did not spend time understanding the students before designing it |
| Why? | The teacher was not incentivised to design the course upfront |
The intervention therefore sits on teacher incentives, not on student attention.
Worked chains B and C: people break traffic signals. The same symptom, two lines of investigation.
| Line B | Line C |
|---|---|
| No fear of getting caught | It is a norm, nobody minds it |
| Not enough traffic police | Discipline is generally low in India |
| Too many signals for a finite force | Discipline is not taught from an early age or enforced in school |
| Fix: automate detection | Fix: address discipline as a society |
Common trap: Do not irritate people by asking why five times in conversation. It is an analytical tool, not an interrogation style.
3.5.2 The 5W and 2H analysis
The five Ws: Who, Why, What, When, Where. The two Hs: How, How much.
Worked example, children watching mobile phones:
| Dimension | Findings |
|---|---|
| Who | Children as young as two or three, across every social stratum. Children of daily wage workers and of millionaires alike |
| Why | Boredom and a cheap source of entertainment; parents handing over a phone to be left alone; parents unwilling to spend on books or instruments; it is socially acceptable because every other child does it; the side effects are not immediately visible |
| What | Cartoons, songs, funny videos, child videos, and in some cases material inappropriate for any age |
| When | While eating, when alone, when there is no one to play with, while travelling, at bedtime |
| Where | Everywhere, and heavily outdoors: restaurants, homes |
| How | First watching alongside a parent, then snatching the phone, then throwing tantrums to obtain it |
| How much | From 30 minutes to as much as 5 hours a day. Counter-intuitively, rural children are more addicted than urban ones, because urban parents have more awareness while in rural areas phone skill is treated as a style statement |
The insight the method produces: the problem is multi-dimensional, so there is no single solution and you cannot simply snatch the phone. What works is substituting the stimulus: if a child sees a phone they pick a phone, if they see a book they pick a book. Fill the home with books and instruments instead of gadgets, and let the child see you reading.
The physiological reason it matters: the brain does not differentiate between a cigarette and a mobile phone. The dopamine released by a reel is the same as that from a cigarette, and withdrawal symptoms are the same as for alcohol, drugs or nicotine.
5W2H transfers to any problem: why students do not reach school on time, why abuse against women goes unreported, why educated people cannot find jobs.
3.5.3 The fishbone (Ishikawa) diagram
Named after Kaoru Ishikawa. It is a cause-and-effect diagram: the effect is the problem, at the fish's head, and the causes are sorted into six categories along the bones.
The six Ms: Man (or woman), Machine, Material, Method, Measurement, Mother Nature.
How to run it: write the problem as the effect, then work each of the six categories in turn and force yourself to populate every one, including the ones that feel irrelevant.
Worked example, frequent bike breakdown:
| M | Causes surfaced |
|---|---|
| Man | Over-speeding, rash driving, overloading, too many different people borrowing and abusing it |
| Machine | Engine maintenance not done, non-genuine mechanical parts, oiling and overhauling skipped |
| Material | Adulterated or unclean petrol; air, where under-inflated tyres put extra load on shock absorbers and tubes; engine oil not replaced on schedule |
| Method | The method of riding (over-speeding, sudden braking, jerks, parking on the middle stand) and the method of servicing, where the garage follows no checklist and is not diligent |
| Measurement | Mileage, fuel level, tyre pressure, overheating. Flaws in what you measure or fail to measure become causes in themselves |
| Mother Nature | Parking somewhere humid or sultry so it rusts; parking in standing water so the stand corrodes; riding through dust; a dirty repair environment where dust enters an opened engine |
Memory hook: Without the method you would never have surfaced this many causes. That is the entire argument for the method.
Common trap: Soni's aside on why Indians avoid methods: we do not trust processes, and we want to break a process before perfecting it. "Creativity is discipline. You need to trust the process before you break the process. Don't break the process without perfecting it."
3.5.4 Mind mapping
A visual, branching representation that gives you the whole picture of a problem's complexity in one shot.
How to run it: write the problem in the centre, radiate a branch for each broad cause, then sub-branch each cause. You are not solving. You are only understanding.
Worked example, why people do not wear helmets, with six branches:
| Branch | Content |
|---|---|
| Discomfort | The helmet is a load, restricts vision, is hard to store on a bike, gets wet in rain and collects dust when left out, and removes the pleasure of riding |
| Affordability | The cheapest helmets cost 100 to 150 rupees and do not actually work, they merely satisfy the RTO. A family of three on one bike cannot equip everyone |
| Access | If the nearest helmet shop is a long way off, people give up, reasoning that nobody is catching them anyway |
| Awareness | People do not know that the serious injury in a road accident is not a fracture but a head injury. The head swells, the skull has to be cut, and unlike a heart the brain cannot be replaced. A Delhi campaign showed non-wearers gory accident footage instead of fining them, and it terrified them into compliance |
| Law enforcement | In tier-two and tier-three cities people actively make you feel foolish for wearing a seatbelt or helmet: "don't worry, nobody's watching you" |
| Social norms | Norms are often more powerful than laws, and the two frequently conflict. Inter-caste marriage is lawful but not a norm. Paying a bribe is unlawful but is a norm. Indians are driven mostly by norms |
The same map works on other problems: why placements are not happening (curriculum out of step with the market, fewer jobs because of AI, teachers not raising standards, students studying only for placements, missing practical understanding).
3.5.5 Stakeholder mapping
A stakeholder is any individual or group who influences the problem, is impacted by it, or could be instrumental in solving it. No single person causes a problem and no single person solves one.
How to run it: list every constituency, then ask of each one specifically how it contributes to the problem.
Worked example, why voter turnout is low (turnout as low as 50 to 60% in the world's largest democracy). Note that this is technically a symptom, not a problem.
| Stakeholder | How they contribute to the low turnout |
|---|---|
| The individual voter | Apathy towards the system ("nothing will change"), lack of motivation, belief that one vote makes no difference, unwillingness to queue, physical and emotional discomfort, competing commitments |
| The candidate | Inaccessible, manifesto unclear, not well known, background not disclosed, so there is no trust |
| Family and friends | Do not encourage voting as a duty and a right; propose an outing on the holiday instead |
| The employer | Refuses leave, grants leave but demands double work tomorrow, or caps it at an hour |
| Political parties | Obscure, inaccessible, false manifestos, plenty of noise and no delivery |
| Election Commission | Registration and voter-ID processes complex enough to dissuade people |
| Police and law and order | Unhelpful with directions or information |
| NGOs and volunteers | Fail to create awareness or to tell first-timers where and when to go |
Memory hook: Because the problem is multi-faceted, the solution must be too. "Creativity requires complex thinking on a complex problem to create a simple solution." Creativity is complex thinking, because you have to hold many moving parts in mind at once.
The same map applies to student internships: student, placement officer, placement committee, employer recruitment team, reporting supervisor, family and friends, campus peers, faculty and supporting organisations.
3.5.6 Journey mapping
Also called a value stream map. A temporal understanding of an event: break the experience into a few critical stages in sequence, then ask at each stage what typically goes wrong.
Worked example, the airport journey in four stages:
| Stage | What goes wrong |
|---|---|
| 1. Airport entry | Too much rush; the DigiYatra scanner not working; phone present but network down; no valid ID proof; some of your group getting in while others cannot; the time consumed collecting boarding passes |
| 2. Security check | Too much rush; items falling out of the tray or getting mixed with someone else's; first-time travellers not knowing what may be carried in cabin baggage and being sent all the way back to check-in |
| 3. Getting to the gate | Very long walks (up to 100 metres and more) that older passengers cannot manage; no announcements in large airports; displays only in English; a gate change sending you to the far end of the terminal with heavy luggage |
| 4. Getting onto the flight | An overcrowded bus from the gate to the aircraft; stairs you cannot carry luggage up; a suffocating aerobridge |
Memory hook: Journey mapping is the only exploration method that is explicitly about time order. Stakeholder mapping is about who, fishbone is about what category, mind mapping is about branching causes, 5 Whys is about depth, 5W2H is about dimensions.
3.6 Problem prioritisation methods
You will finish exploration with more problems than you can solve. Prioritisation reduces the book of problems to the few worth going after. A good problem is one that gives you high leverage when you solve it.
Pareto's law
The 80/20 rule: 20% of causes produce 80% of the effects, and 80% of causes produce only 20%.
How to actually reduce ten problems to four:
- Mathematically. Assign a weight to each problem, rank them and skim the top.
- Intuitively. Form a judgement about which two or three carry the maximum impact and go only after those.
Either route is legitimate. What is not legitimate is trying to solve all ten.
Applied to voter turnout, the two high-leverage interventions Soni picks out are:
- Make enrolment easy, especially for migrants living away from their home constituency, by accepting any local proof for enrolment in the constituency where they actually live.
- Mobilise NGOs, help groups and volunteers as the election approaches, to help first-timers understand what voting involves, how far in advance to prepare and where to go, and to use technology to signal queue lengths and the best time to leave home.
He notes online voting has its own limitations, and that India was the first country in the world to use electronic voting machines, while many countries still use physical ballots.
MECE
From McKinsey. Mutually Exclusive, Collectively Exhaustive.
The illustration: divide a class into boys and girls. Is it mutually exclusive? Yes, they are two separate sets with no overlap. Is it collectively exhaustive? Yes, adding both gives the total class strength.
Why it matters when carving up problems:
| Property | Why you need it |
|---|---|
| Mutually exclusive | Overlap means duplicated work. It also reduces interdependency, so different teams can solve different problems without a cascading or domino effect |
| Collectively exhaustive | Nothing falls through the gap between categories |
How to run it: take twenty problems down to about five, and check both properties on the resulting set.
Reusing the impact-frequency matrix
The impact-frequency matrix from 3.2 is deliberately reused here. Having decided quick fix versus perma fix with it, you now use the same grid to judge the gravity of a problem: high impact and high frequency together means pick it up.
3.7 On empathy
Why empathy belongs in problem solving
Most problems are tied to human behaviour and therefore to emotion, so they cannot be solved as purely technical exercises. Emotional intelligence is essential for personal success, relationships and effective problem solving alike.
Goleman's four levels of emotional intelligence
Daniel Goleman's levels build on one another in order.
| # | Level | What it is |
|---|---|---|
| 1 | Self-awareness | Recognising your own emotions: anger, sadness |
| 2 | Self-management | Controlling and addressing those emotions |
| 3 | Empathy | Understanding and connecting with someone else's emotional state |
| 4 | Skilled relationships | Building connections by adapting your communication to that emotional understanding |
Common trap: Empathy is level three, not level one. You cannot understand someone else's emotions before you can recognise and manage your own.
Goleman's three types of empathy
| Type | What it involves | Its failure mode |
|---|---|---|
| Cognitive empathy | Understanding another person's thoughts or perspective through logic and perspective-taking | Can feel detached, and can be used manipulatively |
| Emotional empathy | Actually feeling what the other person feels | Emotional exhaustion if overused |
| Empathic concern (compassionate empathy) | Understanding, feeling and taking action to relieve the problem | The target state |
Memory hook: Empathy is not an emotion. It is an emotional action. Also recall Module 1: sympathy is reactive, empathy is proactive.
Einstein, quoted here: "Not everything that counts can be counted, and not everything that can be counted counts."
The three listening positions
Stephen Covey: "Most people do not listen with the intent to understand, they listen with the intent to reply."
| Pair | One end | The other end |
|---|---|---|
| Active / Passive | Active: you steer the conversation | Passive: you receive without interrupting |
| Reductive / Expansive | Reductive: you drive towards a conclusion | Expansive: you gather more information |
| Critical / Empathetic | Critical: you evaluate logically | Empathetic: you understand without judging |
Neither end of any pair is universally right. The skill is choosing the position that the moment calls for.
RASA
Julian Treasure's method, and the single most practically usable tool in this section.
| Letter | Step | How to actually do it |
|---|---|---|
| R | Receive | Listen without blinders, goggles or filters. Do not validate good, bad or ugly. Just receive |
| A | Appreciate | Acknowledge that the person thought you were worth talking to. Appreciating is not agreeing. Say "that is a good point, I had not thought of it that way." You lose nothing and gain trust |
| S | Summarise | Condense what was said and reflect it back. This does two things: it proves you were genuinely listening rather than pretending, and it brings you both onto the same platform. Watch BBC HardTalk interviewers pin subjects down with a summary |
| A | Ask | Clarify with questions rather than assuming |
Memory hook: "Unless sought, never offer advice."
The empathy map
Break a person's experience into four quadrants to surface their motivations, pain points and challenges.
| Quadrant | What goes in it |
|---|---|
| Hears | External influences: conversations, media, what people around them say |
| Sees | Their surroundings, environment and interactions, and how those shape their perspective |
| Says and does | Their verbal expressions and observable behaviour |
| Thinks and feels | Their internal thoughts and emotional state |
How to run it: fill all four for one specific person, not an abstract average. The gap between what someone says and does and what they think and feel is usually where the real problem is hiding.
3.8 Problem framing
Why framing matters
Kennedy's brief: "We need to put a man on the moon and bring him back safely by the end of this decade." It moved millions of people well beyond America and ushered in the space age.
A well-framed problem defines the boundary condition: where you will focus, and the point at which you will declare the problem solved. Without it, problem solving is an endless pursuit.
The three conditions: Impact, Constrained, Vague
A well-framed problem must satisfy all three simultaneously.
| Condition | What it means | What goes wrong without it |
|---|---|---|
| Impact | A clear-cut objective. The problem must state what change it is trying to create | You are working without a target and can never declare victory |
| Constrained | Non-negotiable boundary conditions. Constraints do not kill creativity, constraints liberate creativity | Kennedy without "safely" and "by the end of this decade" would not have forced the technology. The solution may cost more than the problem |
| Vague | A deliberate lack of specificity, so that the framing does not pre-empt a solution | Over-specify and you have already dictated the answer, leaving no room for ideas |
The attrition worked example
Three ways of framing the same problem. Only one is well framed.
| Version | Statement | Verdict |
|---|---|---|
| A | Reduce attrition from 10% to 5% | Too vague. It has impact but no constraint. You could solve attrition at ruinous cost and net gain nothing |
| B | Reduce attrition from 10% to 5% without increasing the cost of operation by more than 2% | Correct. Impact, a clear non-negotiable constraint, and enough vagueness about how to leave room for ideas |
| C | Reduce attrition from 10% to 5% without increasing cost of operation by more than 2% by looking at employee salary | Not vague enough. You have already named the lever, so the ideation is dead before it starts |
Common trap: Vagueness sounds like a defect, and in ordinary usage it is. Here it is a required property, and it applies specifically to the solution direction, never to the objective or the constraint. Impact and constraint must be sharp. The route must be left open.
The Ratan Tata brief for the Tata Indica
The Indica was the first substantially indigenous Indian passenger car, from a company that had made trucks, jeeps and the Sumo. The brief: design an Indian car from scratch, with the internal volume of an Ambassador, the external size of a Maruti Zen, ease of entering and exiting particularly for the rear seat, priced close to the Maruti 800, with the economy of diesel, packaged into a contemporary design.
Analysed against the three conditions:
| Condition | In the brief |
|---|---|
| Impact | A car from scratch. Nothing like it had been attempted, so the impact is large by construction |
| Constrained | Diesel economy; external size of a Zen; internal volume of an Ambassador; pricing near the Maruti 800. The internal-versus-external constraint is the productive one: big inside and small outside forces the team to optimise space |
| Vague | The brief never specifies engineering routes, materials or layouts. It states the metaphors and the numbers and leaves the how open |
The Indica was a hit and is still on Indian roads roughly thirty years later.
Framing with metaphors
A metaphor is a compact way of loading a brief with many requirements at once, and the Japanese are unusually good at it.
| Organisation | Metaphor | What the metaphor smuggles in |
|---|---|---|
| Google (Brin and Page) | The web should be as fast as flipping through a magazine | Intuitiveness, speed, ease, high-quality rendering of image and text, and access. You can pick a magazine off any table, flip at any speed, stop at any page, fold, twist, re-read and bookmark |
| Canon | Printers and photocopiers as a can of beer | Easy to transport, easy to use, easy to buy, easy to stack, affordable |
| Honda City | A city boy who runs around and gets the work done | The "man maximum, machine minimum" design philosophy |
| Mahindra XUV500 | A cheetah | The team travelled to Kenya to study the animal. The door handles became the cheetah's paws and the grille its jaws. Launched around 2010 with a monocoque design, designed and made in India |
Memory hook: "A problem fully defined and fully understood is half solved." Define the problem well, go only after problems worth solving, and enter ideation on a problem that would give high mileage if solved.
3.9 The FAB model
A model for keeping the framing anchored to what the user actually values.
| Layer | Definition | Example |
|---|---|---|
| Features | The specific characteristics or functions of a product | A smartphone has hundreds of features, of which most users touch about 20% |
| Advantages | How the product compares against competitors or alternatives | A biodegradable plastic that offers an environmental advantage over conventional plastic |
| Benefits | What the customer truly values or needs | A whiteboard marker with non-toxic ink, because the room is full of toddlers |
Memory hook: "Always think about the benefits, not the features." Features are what you built. Benefits are why anyone cares.