Problem finding means problem discovery. It is part of the larger problem process that includes problem shaping and problem solving. Problem finding requires intellectual vision and insight into what is missing. Problem finding plays a major role in application of creativity. [1]
Different terms have been used for problem finding in literature including problem discovery, problem formulation, problem identification, problem construction, and problem posing. [2] : 200 It has been studied in many fields. Mathematics and science prefer to the term problem posing.
Basadur distinguished problem discovery and problem formulation; then later problem generation and problem conceptualization . Runco and Chand distinguish problem identification and problem definition. [3] : 205
Scholars distinguish between well-defined and ill-defined problems. Briggs and Reinig defined a well-defined solution in terms of space solution space. Pretz, Naples, and Sternberg defined a well-defined problem as one for which the parts of the solution are closely related or clearly based on the information given. Problem finding applies to ill-defined problems. [3] : 201
Abdulla-Alabbasi and Cramond reviewing the literature on problem finding conceptualize five processes of decreasing of ill-definedness and distinguish ideative and evaluative processes. The processes are discovery, formulation, construction, identification and definition. Problem discovery is an unconscious process which depends upon knowledge whereby an idea enters one's conscious awareness, problem formulation is the discovery of a goal; problem construction involves modifying a known problem or goal to another one; problem identification represents a problem that exists in reality but needs to be discovered (such as an unknown virus causing illness in patients); problem definition involves modifying a problem but in a mostly evaluative rather than ideative way. [3] : 209–211
Creativity is the ability to form novel and valuable ideas or works using your imagination. Products of creativity may be intangible or a physical object. Creativity may also describe the ability to find new solutions to problems, or new methods of performing a task or reaching a goal. Creativity, therefore, enables people to solve problems in new or innovative ways.
Critical thinking is the analysis of available facts, evidence, observations, and arguments in order to form a judgement by the application of rational, skeptical, and unbiased analyses and evaluation. In modern times, the use of the phrase critical thinking can be traced to John Dewey, who used the phrase reflective thinking. The application of critical thinking includes self-directed, self-disciplined, self-monitored, and self-corrective habits of the mind; thus, a critical thinker is a person who practices the skills of critical thinking or has been trained and educated in its disciplines. Philosopher Richard W. Paul said that the mind of a critical thinker engages the person's intellectual abilities and personality traits. Critical thinking presupposes assent to rigorous standards of excellence and mindful command of their use in effective communication and problem solving, and a commitment to overcome egocentrism and sociocentrism.
TRIZ combines an organized, systematic method of problem-solving with analysis and forecasting techniques derived from the study of patterns of invention in global patent literature. The development and improvement of products and technologies in accordance with TRIZ are guided by the laws of technical systems evolution. Its development, by Soviet inventor and science-fiction author Genrich Altshuller and his colleagues, began in 1946. In English, TRIZ is typically rendered as the theory of inventive problem solving.
Creative problem-solving (CPS) is the mental process of searching for an original and previously unknown solution to a problem. To qualify, the solution must be novel and reached independently. The creative problem-solving process was originally developed by Alex Osborn and Sid Parnes. Creative problem solving (CPS) is a way of using creativity to develop new ideas and solutions to problems. The process is based on separating divergent and convergent thinking styles, so that one can focus their mind on creating at the first stage, and then evaluating at the second stage.
Product design is the process of creating new products for businesses to sell to their customers. It involves the generation and development of ideas through a systematic process that leads to the creation of innovative products. Thus, it is a major aspect of new product development.
In planning and policy, a wicked problem is a problem that is difficult or impossible to solve because of incomplete, contradictory, and changing requirements that are often difficult to recognize. It refers to an idea or problem that cannot be fixed, where there is no single solution to the problem; and "wicked" denotes resistance to resolution, rather than evil. Another definition is "a problem whose social complexity means that it has no determinable stopping point". Moreover, because of complex interdependencies, the effort to solve one aspect of a wicked problem may reveal or create other problems. Due to their complexity, wicked problems are often characterized by organized irresponsibility.
Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks to complex issues in business and technical fields. The former is an example of simple problem solving (SPS) addressing one issue, whereas the latter is complex problem solving (CPS) with multiple interrelated obstacles. Another classification of problem-solving tasks is into well-defined problems with specific obstacles and goals, and ill-defined problems in which the current situation is troublesome but it is not clear what kind of resolution to aim for. Similarly, one may distinguish formal or fact-based problems requiring psychometric intelligence, versus socio-emotional problems which depend on the changeable emotions of individuals or groups, such as tactful behavior, fashion, or gift choices.
Unified Structured Inventive Thinking (USIT) is a structured, problem-solving methodology for finding innovative solution concepts to engineering-design type problems. Historically, USIT is related to Systematic Inventive Thinking (SIT), which originated in Israel and is related to TRIZ, the Russian methodology. It differs from TRIZ in several ways, but most importantly it is a simpler methodology, which makes it quicker to learn and easier to apply. It requires no databases or computer software.
Insight is a sudden understanding of a problem or a strategy that aids in solving a problem. Usually, this involves conceptualizing the problem in a completely new way. Although insights may appear to be sudden, they are actually the result of prior thought and effort. While insight can be involved in solving well-structured problems, it is more often associated with ill-structured problems.
Design thinking refers to the set of cognitive, strategic and practical procedures used by designers in the process of designing, and to the body of knowledge that has been developed about how people reason when engaging with design problems.
The engineering design process, also known as the engineering method, is a common series of steps that engineers use in creating functional products and processes. The process is highly iterative – parts of the process often need to be repeated many times before another can be entered – though the part(s) that get iterated and the number of such cycles in any given project may vary.
The following outline is provided as an overview of and topical guide to thought (thinking):
Divergent thinking is a thought process used to generate creative ideas by exploring many possible solutions. It typically occurs in a spontaneous, free-flowing, "non-linear" manner, such that many ideas are generated in an emergent cognitive fashion. Many possible solutions are explored in a short amount of time, and unexpected connections are drawn. Divergent thinking is often contrasted with convergent thinking. Convergent thinking is the opposite of divergent thinking as it organizes and structures ideas and information, which follows a particular set of logical steps to arrive at one solution, which in some cases is a "correct" solution.
Computational creativity is a multidisciplinary endeavour that is located at the intersection of the fields of artificial intelligence, cognitive psychology, philosophy, and the arts.
The majority of studies on sleep creativity have shown that sleep can facilitate insightful behavior and flexible reasoning, and there are several hypotheses about the creative function of dreams. On the other hand, a few recent studies have supported a theory of creative insomnia, in which creativity is significantly correlated with sleep disturbance.
Analytical skill is the ability to deconstruct information into smaller categories in order to draw conclusions. Analytical skill consists of categories that include logical reasoning, critical thinking, communication, research, data analysis and creativity. Analytical skill is taught in contemporary education with the intention of fostering the appropriate practices for future professions. The professions that adopt analytical skill include educational institutions, public institutions, community organisations and industry.
Sustainopreneurship is an idea that emerged from the earlier concepts of social entrepreneurship and ecopreneurship, via sustainability entrepreneurship. The concept aims to use creative business organization in order to solve problems related to sustainability. With social and environmental sustainability as a strategic objective and purpose, sustainopreneurship aims to respect the boundaries set in order to maintain the life support systems in the process. In other words, it is a "business with a cause" – where ideally world problems are turned into business opportunities by deploying sustainability innovations.
C-K design theory or concept-knowledge theory is both a design theory and a theory of reasoning in design. It defines design reasoning as a logic of expansion processes, i.e. a logic that organizes the generation of unknown objects. The theory builds on several traditions of design theory, including systematic design, axiomatic design, creativity theories, general and formal design theories.
Systematic Inventive Thinking (SIT) is a thinking method developed in Israel in the mid-1990s. Derived from Genrich Altshuller's TRIZ engineering discipline, SIT is a practical approach to creativity, innovation and problem solving, which has become a well known methodology for innovation. At the heart of SIT's method is one core idea adopted from Genrich Altshuller's TRIZ which is also known as Theory of Inventive Problem Solving (TIPS): that inventive solutions share common patterns. Focusing not on what makes inventive solutions different – but on what they share in common – is core to SIT's approach.
Marino (Min) Sidney Basadur is a teacher, consultant and researcher best known for his work in applied creativity and as the developer Simplexity Thinking System for improving workplace innovation & creativity. He is president of Basadur Applied Creativity and professor emeritus of organizational behavior and innovation at McMaster University's Michael G. DeGroote School of Business.