Ethnography and Wicked Problems
Design Ethnography
Design ethnography offers a holistic, in-context understanding of how life works, so that it can be supported, enhanced, or changed. An ethnographic study observes people in their normal environment over a substantial period, documenting activities and artefacts through photos, video, audio recordings, and field notes.
Outputs are diverse and depend on the research question: task-flow diagrams, journey maps, concept-generation maps, activity timelines, written reports, and “thick” (richly detailed, experiential) descriptions.
What Ethnography Helps Teams Understand
Ethnography answers two distinct kinds of question:
(A) What things happen: everyday life, current experiences with technology, people’s own strategies for getting things done — including workarounds, adaptations, and informal practices invisible in an interview.
(B) How things matter: how products help people be social, make meaning, feel in control, express identity, or manage their emotional state. This second question is distinctly third-wave — it asks about significance, not just activity.
Mixed Methods
Ethnography is not used in isolation. A common pattern:
- Quantitative survey to identify trends and segment the user population.
- Ethnographic fieldwork with a subset of respondents to investigate in depth the interesting questions the quantitative data raises.
- Member-checking: showing findings back to participants — “is this what your experience is like?” — to validate the interpretation.
This triangulation ensures the ethnographically-studied group is representative of the wider population, while using ethnography’s depth to explain the quantitative patterns.
Wicked Problems
Rittel and Webber (1973) identified a class of problems that resist classical engineering solution methods. Unlike “tame” problems (solving a quadratic equation, designing a bridge to a given specification), wicked problems have no definitive formulation, no stopping rule, and no true-or-false test of a solution.
The Ten Characteristics of a Wicked Problem
- There is no definitive formulation of the problem — understanding the problem and solving it are the same activity, because every attempt to define it reveals new dimensions.
- Wicked problems have no stopping rule — you never “finish”; you stop when resources run out, when the result is “good enough,” or when you lose patience.
- Solutions are not true-or-false, but good-or-bad — judged qualitatively by stakeholders with different values.
- There is no immediate and no ultimate test of a solution — consequences ripple out over time and cannot be fully predicted.
- Every solution is a “one-shot operation” — no opportunity for trial and error without real consequences.
- There is no enumerable set of potential solutions.
- Every wicked problem is essentially unique.
- Every wicked problem can be considered a symptom of another problem — e.g. “low engagement with the health app” is a symptom of “users find health tracking demotivating,” which is a symptom of “the app’s feedback triggers shame.”
- A discrepancy can be explained in numerous ways, and the choice of explanation determines the resolution.
- The designer has no right to be wrong — real people bear the consequences.
Examples of wicked problems: reducing loneliness in elderly populations; improving public health through behaviour change; slowing climate change; designing a social-media platform that promotes well-being rather than anxiety.
Design Implication
For wicked problems, goal-directed task models (HTA, GOMS, CW) are the wrong tool. These models assume a well-defined goal with a measurable path to it. A wicked problem cannot be decomposed into sub-goals because the goal itself is contested and evolving.
Instead, favour reflective, iterative, and participatory approaches:
- Ethnography to understand the problem as lived experience, not as an abstract specification.
- Prototyping and iterative evaluation to learn what works, accepting that “success” is provisional and qualitative.
- Participatory design — involving users and stakeholders in co-design, because the problem cannot be “solved” at a distance.
Exam Answer Structure
When asked whether a described social or health-related system is a wicked problem:
- State explicitly: “this exhibits characteristics of a wicked problem.”
- Name at least 2–3 specific Rittel & Webber characteristics that apply, with concrete reference to the scenario.
- Explain why goal-based methods (HTA, GOMS, CW) are inappropriate.
- Recommend reflective/iterative/participatory methods instead (ethnography, prototyping, co-design), justifying each choice.
Expected Learning
- Explain what design ethnography is, what it reveals that interviews and questionnaires miss, and what outputs it produces.
- Distinguish the two questions ethnography answers: what happens vs how things matter.
- Name and explain at least five characteristics of wicked problems from Rittel & Webber.
- For a given socio-technical problem, argue whether it is wicked or tame, citing specific characteristics.
- Explain why goal-based methods fail for wicked problems and what alternative approaches are appropriate.
Past Paper Questions
Ethnography appears in user-research method questions across multiple years: 2023 Q6, 2022 Q6, 2020 Q6. Wicked problems are a conceptual framework underlying the third-wave HCI material — they are not frequently asked as a standalone question but provide the theoretical justification for choosing certain methods (ethnography, participatory design) over others (HTA, GOMS) for specific types of problems.