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105 terms

Problem Solving & Decision Making Glossary

The key vocabulary of Problem Solving & Decision Making, each term defined in plain language. Start learning in the Problem Solving & Decision Making subject, or drill these terms as flashcards.

A/B testing
Comparing two versions with real users to see which performs better.
Analogical transfer
Applying the solution of one problem to another that shares deep structure.
Anchoring
The first number mentioned shaping every estimate after it.
Balancing loop
A loop that resists change, restoring a previous state.
Bias blind spot
Readily seeing bias in others while underestimating it in yourself.
Blameless post-mortem
A review of a failure focused on learning and causes rather than assigning blame.
Blameless review
Assuming reasonable action in order to get accurate information.
Bottleneck
The slowest step, which sets the pace; improving anything else changes nothing.
Brainwriting
Generating silently and independently first, then pooling and building together.
Build-measure-learn
An iterative loop of building something small, measuring the result, and learning before the next step.
Cause-and-effect diagram
A fishbone layout forcing consideration of several categories of cause.
Checklist
A simple list of must-do steps that prevents avoidable errors in complex or high-stakes tasks.
Chunking
Grouping information into meaningful patterns, which lets experts perceive problems more powerfully.
Codebreaking
Recovering hidden meaning from encrypted messages through logic, pattern-finding, and systematic search.
Collective intelligence
The capacity of a group, under the right conditions, to solve problems better than its individual members.
Constraint
A boundary any solution must respect; measured pass/fail.
Constraint relaxation
Temporarily removing a constraint to see what becomes possible.
Contributing cause
A factor that made failure more likely without being sufficient alone.
Convergent thinking
Narrowing possibilities to a choice.
Countermeasure
A change addressing a cause rather than a symptom.
Decision journal
A record of the decision, reasoning, and expectation, written before the outcome.
Decision matrix
Options scored against weighted criteria to expose reasoning.
Decision rights
Explicit agreement about who holds a given decision.
Decision tree
A map of decision points, chance events, and outcomes, solved backwards.
Decomposition
Splitting a problem into parts that can be understood or worked on separately.
Delay
Separation in time between cause and visible effect; the main source of overshoot.
Design thinking
A human-centred problem-solving process: empathise, define, ideate, prototype, and test.
Devil’s advocate
A person assigned to argue against a proposal to surface weaknesses and prevent groupthink.
Disagree and commit
Executing properly on a decision you argued against.
Divergent thinking
Generating possibilities without evaluating them.
Downside
How bad the bad case is, as distinct from how likely it is.
Epidemiological reasoning
Tracing the cause of disease from patterns in data, as John Snow did in the 1854 cholera outbreak.
Evaluation criteria
The dimensions options are scored against, written before scoring.
Expected value
Each outcome multiplied by its probability and summed; blind to ruin.
Feedback loop
A circular relationship where an effect returns to influence its own cause.
Five Whys
Repeatedly asking why to push past the first plausible explanation.
Functional fixedness
Difficulty seeing something as anything other than its usual use.
Groupthink
Desire for cohesion overriding realistic appraisal of alternatives.
Heuristic
A rule of thumb or strategy that guides problem-solving without guaranteeing a solution.
Hindsight bias
An outcome appearing far more predictable after it is known.
Hypothesis-driven analysis
Forming a view about where the answer lies and testing that branch first.
Ill-structured problem
A messy real-world problem with unclear goals, missing information, and no single right answer.
Improvisation under constraints
Solving a problem using only the limited resources at hand, as NASA did during Apollo 13.
Incubation
Setting a problem aside so a solution can emerge after unconscious processing.
Insight
A sudden solution that arrives by restructuring how a problem is seen, rather than step by step.
Intelligent failure
A considered experiment in new territory that did not work; the cost of learning.
Issue tree
A branching breakdown of a problem down to investigable leaves.
Iteration
Repeatedly testing and refining an idea, central to invention and design.
Leverage point
A place in a system where a small change produces large effect; rarely the obvious lever.
Means-end analysis
A strategy of repeatedly reducing the difference between the current state and the goal.
MECE
Mutually exclusive, collectively exhaustive — a test for a split with no overlaps and no gaps.
Mental set
The tendency to keep using a familiar approach even when a simpler one exists (the Einstellung effect).
Minimum viable product
The simplest version of a solution that can be tested with real users to learn quickly.
Nash equilibrium
A situation where no player can do better by changing strategy alone.
Near miss
A failure that did not cost anything; the cheapest lesson available.
Nominal group
People generating ideas independently and pooling them, which outperforms live brainstorming.
Objective
What a good solution maximises; measured in more-or-less.
One-way door
A decision that cannot be cheaply reversed, deserving full analysis.
One-way door decision
An irreversible decision that is hard to undo, deserving more care.
Opportunity cost
The value of the best thing you did not do, including attention.
Outside view
Estimating from what happened to comparable efforts rather than from your own plan.
PDCA
Plan, Do, Check, Act — an improvement cycle whose Check step is most often dropped.
Pilot
A small contained test that produces evidence instead of an estimate.
Planning fallacy
Underestimating time and cost, resistant even to direct experience.
Pólya's method
George Pólya’s four-step problem-solving process: understand, plan, execute, and look back (from "How to Solve It", 1945).
Post-mortem
A structured review of what happened and what made it possible.
Pre-mortem
Imagining in advance that a decision has failed, then listing why, to spot risks before they happen.
Premortem
Imagining a decision has already failed and writing why, before committing.
Prepared mind
Pasteur’s idea that chance favours those whose knowledge and attention let them seize an accident.
Prisoner’s dilemma
A classic game showing why two rational parties might not cooperate even when it is in their interest.
Problem
A gap between a current state and a desired state where the route across is not obvious.
Problem framing
The way a problem is stated, which shapes the range of solutions you are able to consider.
Problem space
The mental representation of a problem: the starting state, the goal, and the possible moves between them.
Problem statement
Current state, desired state, objectives, and constraints, written before any solution is proposed.
Production blocking
The loss of ideas in group brainstorming because only one person can speak at a time.
Prototype
A rough, early version of a solution built quickly to test an idea before full commitment.
Psychological safety
Shared belief that speaking up will not be punished; precondition for group process.
Recognition-primed decision
Making a good decision quickly by recognising a familiar pattern rather than comparing many options.
Reframing
Restating a problem in different terms to open different options.
Reinforcing loop
A loop that amplifies change, producing growth or collapse.
Resulting
Judging a decision by its outcome rather than by how it was made.
Reversibility
How hard a decision is to undo; the most neglected evaluation dimension.
Root cause
A cause whose removal stops the problem recurring.
Ruin
An outcome that ends your ability to continue; cannot be averaged away.
Satisficing
Choosing an option that is good enough rather than searching for the theoretically optimal one.
Second-order consequence
The consequence of a consequence, usually delayed and unbudgeted.
Second-order thinking
Considering the later and indirect consequences of a decision, not just its immediate result.
Serendipity
A fortunate discovery made by chance, which pays off only for a prepared, observant mind.
Shared information bias
Discussion gravitating to what everyone already knows.
Small batch
Changing one thing at a time so effects can be attributed.
Solution in disguise
A problem statement that names an answer, foreclosing the option space.
Standard work
An agreed current method, providing the baseline that makes improvement measurable.
Sunk cost
Money or effort already spent, which should not influence the choice ahead.
Symptom
What you observe when something is wrong.
System
A set of components whose interactions produce behaviour none has alone.
Tame problem
A well-defined problem with a clear goal and a knowable solution, in contrast to a wicked problem.
Trade-off
What you give up to get what you chose.
Two-way door
A decision easily walked back, deserving speed rather than analysis.
Two-way door decision
A reversible decision that can be undone, so it can be made quickly.
Unintended consequence
An effect not intended by an intervention, often arising from changed incentives.
Unintended consequences
Outcomes of an action that were not foreseen or intended, sometimes making a problem worse.
Well-defined problem
A problem with a clear start, goal, and rules, like a puzzle.
Wicked problem
A problem that resists clear definition and has no single right solution, often social and interconnected.
Wisdom of crowds
The tendency for aggregated, independent, diverse judgments to be surprisingly accurate.
Working backwards
A heuristic of starting from the desired goal and reasoning back to the starting point.