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.
- 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.