Design is the articulation of intent to achieve a goal, including plans for executing that intention. We're engaged in design whenever we devise products, services, procedures, tests, policies, legislation, campaigns — just about anything in the modern knowledge-oriented workplace. And when we design, we risk error. Our design might not achieve all we hoped, or it might not achieve the goal at all. Or we might discover that the goal we were aiming for isn't what we actually wanted. So much can go wrong that attaining even a measured success sometimes feels thrilling.
Design errors are more common than we imagine. When a system produces disappointing results, we cannot always distinguish design errors from user errors or implementation errors. And we don't always know whether the system was being used in an environment for which it was designed. That's why we sometimes mistakenly attribute system failures to something other than design error, even when design errors played a role.
Because we usually use the term error for undesirable outcomes, the language we use to describe design errors carries connotations that limit our thinking. For this discussion, we use error to mean merely unintended as opposed to unintended and unfavorable. With this in mind, when a design "goes wrong" we mean that it didn't achieve the goal, or that we discovered an even more desirable goal. We must therefore classify as design errors those exciting surprises that bring welcome results. Typically, we take credit for these as if we intended them, but their sources are often simple design errors.
The Design errors are more
common than we imaginekind of design errors I find most fascinating are those that arise from the way humans think and interact. Let's begin with one of the most famous of group biases, groupthink.
Groupthink happens when groups fail to consider a broad enough range of alternatives, risks, interpretations, or possibilities. Groups are at elevated risk of groupthink if they aren't diverse enough, or lack sufficient breadth of experience, or feel infallible, or want to preserve their elite status, or have an excessive desire for order.
For example, if an elite review team is pressed for time and must review two designs — one by an elite development team, and one by a less accomplished team, it might decide to do a less-than-thorough job on the work of the elite development team so as to make time for careful review of the work of the less-accomplished development team. Because the review team values its reputation for getting work done on time, and because it feels an affinity for the elite developers, an error in the elite developers' work can squeeze through. That might not be a bad thing, of course. Some design errors produce favorable outcomes. Such beneficial errors are rare, but we ought not dismiss the possibility out of hand.
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Forthcoming issues of Point Lookout
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