Problems Worth Solving
Every design starts with a need
You solve problems all day without noticing. Your locker will not shut, so you move a book. Your water bottle keeps rolling off the desk, so you wedge it against a stack of folders. Those quick fixes are problem solving. Design is problem solving done on purpose: you notice a need, you plan a solution, and you make it.
A need is a gap between how things are and how someone wants them to be. Some needs are small and belong to one person: a shelf that fits one odd corner of one bedroom. Some needs are huge and belong to a whole town: a crowded road that needs more lanes or a bus line. Big needs take teams and years. Small needs can be solved this week, in this room, with cardboard.
Needs and wants
A want is different from a need. Maya needs her water bottle to stay on her desk. She wants it to be blue and glow in the dark. A good designer solves the need first and adds the wants only if there is time and material left. If you start with the glow, the bottle still rolls off.
Who has the problem?
The person with the need is the user. The user is not always the designer, and that is where mistakes come from. A desk that feels fine to a tall teacher may not fit a short student. People who are older may need jar lids that twist easily and stairs with rails. Before you design, ask the user: What goes wrong? When? What have you tried? Their answers are the first and best information you will get.
The design brief
Once you understand the need, write it down as a design brief: a short statement of the problem plus the details a designer must know. A useful brief has two kinds of details.
| What it is | Example for Maya's bottle | |
| Criteria | What a good solution must do | Holds the bottle upright; does not tip when bumped |
| Constraints | The limits the solution must live inside | Cardboard and glue only; done in two class periods; smaller than a lunchbox |
Criteria tell you when you have succeeded. Constraints tell you what you are not allowed to do to get there: how much can be spent, which materials you may use, when it is due, how big it can be, what rules it must follow. Together they are a specification, and a solution that meets every criterion inside every constraint is a good design.
A problem you can state clearly is already half solved. A problem you cannot state yet is not ready to be built.
๐ค Words to know
๐ Mini activity: Write Maya's brief
Maya's water bottle rolls off her slanted desk about once a class. Help her turn that annoyance into a design brief a classmate could build from.
- 1Which statement is the best problem statement for Maya?๐ก A good statement names the user, the need, and why it matters โ and does not pick the solution yet.Choose one, then Check.
- 2Sort each detail from the brief into Criteria (what it must do) or Constraints (the limits).
- 3Maya listed what she would like. Sort each one: is it a Need or a Want?
- 4You get three minutes with Maya before you design. Choose every question that will actually help.
โ Check: Problems Worth Solving
- Mini activity: every step needs its โ.
