In an era where generative AI can synthesize vast amounts of data in seconds, the role of the designer has shifted from a mere executor of aesthetics to a high-level strategist. Yet, despite this evolution, a pervasive ambiguity haunts the industry: we are better at building solutions than we are at defining the problems they aim to solve.
A chance conversation between design leader Lucas Mara and his colleague recently unearthed a fundamental truth hidden within the pages of Richard Rumelt’s seminal management text, Good Strategy Bad Strategy. Reflecting on the text through the lens of fifteen years of leadership, it became clear that the design industry is suffering from a "strategy crisis"—the tendency to confuse ambition with action.
As Rumelt famously posited, "Bad strategy is not simply the absence of good strategy." Instead, it is the result of organizations dressing up lofty, inspiring goals in sophisticated language and labeling them a plan. The core thesis is that a real strategy requires a "kernel": a diagnosis of the challenge, a guiding policy for addressing it, and a set of coherent actions. Anything less is not a strategy; it is a wish. This article explores how this kernel theory applies to the increasingly complex world of professional design and problem framing.
The Chronic Misunderstanding of Problem Framing
In modern corporate environments, "problem framing" has become a buzzword—a staple of design thinking workshops, innovation briefs, and executive strategy decks. However, the term is frequently applied as a cosmetic layer rather than an analytical foundation. We often find teams drowning in data but starved for direction.
If we strip away the post-it notes, the collaborative canvases, and the high-energy workshops, what is the bare minimum required to frame a problem effectively? Drawing inspiration from Blaise Pascal’s famous lament, "I would have written a shorter letter, but I did not have the time," it becomes clear that true clarity requires the courage to simplify. To arrive at the "kernel" of problem framing, we must discard the unnecessary and focus on three immutable elements: Collect, Connect, and Commit.
The Three Pillars: A Chronology of Insight
The transition from a vague organizational desire to a actionable design frame is a process of refinement, not accumulation. This process can be broken down into three distinct, chronological phases.
Phase 1: Collect – The Disciplined Divergence
The initial stage of problem framing is the deliberate assembly of raw material. This is not merely a brainstorming session; it is a rigorous act of mapping the entire problem space. A designer must gather concepts, functions, user needs, technical requirements, precedents, and the often-ignored "known unknowns."
Design problems are, by their nature, ill-defined. To frame them correctly, one must first increase both the scale and the resolution of the canvas. If the collection phase is narrow—if we only look at what we already know—the resulting frame will be inherently flawed. A narrow canvas inevitably produces a narrow frame, regardless of how brilliant the subsequent analysis might be.
Phase 2: Connect – Finding the Relationships
Once the raw data is assembled, the designer enters the phase of synthesis. Connections are the lifeblood of insight. While some relationships between elements are obvious, the most valuable insights often hide in the counterintuitive or the contradictory.
Tension is the primary indicator of a productive design space. A problem frame constructed from elements that fit together seamlessly often suggests a team that has avoided the "hard parts." By contrast, when elements oppose or contradict one another, they reveal the friction points that demand a design solution. Without these connections, the elements remain static data points. It is the interaction between them that defines the shape of the problem.
Phase 3: Commit – The Act of Editorial Judgment
The final and most critical phase is the commitment. This is where most design initiatives falter. It is the moment when the designer must choose which elements to foreground and which to set aside.
Commitment is an act of editorial judgment, akin to a film director finalizing a cut. It is a bold, subjective assertion: "We are going to focus on this, and not on that." This is where the designer’s perspective becomes the defining factor. Two separate teams could collect identical data and map the same connections, yet arrive at two entirely different problem frames. This is not a failure of the process; it is the essence of it. The "frame" exists precisely because of the choice of what to exclude.
Supporting Data and The "Strategy Gap"
The disconnect between corporate ambition and tactical reality is not just a philosophical concern; it is a quantifiable drag on productivity. According to recent organizational behavior research, over 60% of product failures in the tech sector are attributed to "misaligned problem definitions" rather than technical incompetence.
When organizations ignore the "kernel" of problem framing, they experience what designers call "Scope Creep of Intent." In these scenarios, the goals are too broad to be actionable. For example, a directive to "Improve user engagement" is not a strategy—it is a wish. A strategy requires the kernel:
- Diagnosis: "User retention is dropping due to a lack of meaningful feedback loops in the onboarding flow."
- Guiding Policy: "Prioritize immediate user gratification over long-term data collection."
- Coherent Action: "Redesign the three-step onboarding module to include a progress indicator and an immediate ‘win’ state."
By moving from a wish to this kernel, the designer creates a map that is navigable, measurable, and above all, actionable.
Official Perspectives: The Role of the Design Leader
Industry leaders are increasingly recognizing that the value of a designer lies in their ability to say "no" as much as their ability to design.
"Design leadership is less about managing the creative process and more about managing the integrity of the problem frame," says Lucas Mara, a design leader known for his advocacy of strategic design. "If you don’t have the discipline to commit to a frame, you’re not solving problems. You’re just rearranging the furniture in a room where the walls haven’t been built yet."
This perspective highlights a shift in the industry: companies are moving away from hiring "pixel-pushers" and toward hiring "problem-architects." The ability to synthesize complexity into a singular, clear point of view is becoming the most sought-after skill in the design job market.
Implications for the Future of Design
The implications of this kernel-based approach are significant for both individual practitioners and large organizations.
For the Practitioner
Designers must become more comfortable with the uncomfortable act of exclusion. Learning to "kill your darlings"—or, in this case, "kill your data points"—is a professional maturity milestone. It requires the confidence to defend a specific, narrow frame against the pressure to "include everything to be safe."
For the Organization
Businesses must learn to treat problem framing as a distinct phase of development that is separate from execution. Often, organizations force teams into the "solutioning" phase before the "framing" phase is complete. This leads to high-fidelity solutions for low-fidelity problems.
The Diagnostic Utility
Finally, the three-part kernel serves as a powerful diagnostic tool. When a project stalls or a design team feels the solution is "off," they can audit the work against the kernel:
- Did we collect broadly enough to see the whole landscape?
- Did we connect the dots, or just list the variables?
- Did we actually commit to a specific, challenging frame, or are we still keeping our options open?
Conclusion: The Discipline of Choice
If you are framing problems without this kernel, you may be performing a valuable research function, but you are not yet framing a strategy. The kernel is not a comprehensive methodology; it is the minimum viable structure for meaningful design. Everything else—the elaborate canvases, the workshops, the software tools—is merely scaffolding.
Scaffolding is useful, and at times essential, but it should never be confused with the building itself. The true work of design happens in the quiet, often difficult moments where the designer decides what matters, what doesn’t, and why. That is the architecture of intent, and it remains the most critical task for any designer in the age of AI.

