‘Everything that irritates us about others can lead us to an understanding of ourselves.’ –Carl Jung
There is increasing awareness within the Defense Department that wars are interactively complex or “wicked” problems. (…) This article will examine the challenges interactively complex problems pose to U.S. military planning and doctrine. It will offer some modest suggestions for dealing with these problems. We use the terms “interactively complex,” “ill-structured” and “wicked” interchangeably throughout the article. (…)
Ill-structured problems are interactively complex. By definition, these problems are nonlinear. Small changes in input can create massive changes in outcome, and the same action performed at different times may create entirely different results. It is very difficult if not impossible to predict what will happen. Yet our war-planning process often promulgates detailed plans for well over the first 100 days of a conflict. Obviously, the true value of planning comes from the interactions of those doing the planning, not the plan itself. By shifting our planning focus from details of the plan to defining the problem, we can reap the benefits of intensive planning while exploring other problem definitions that should drive branch planning.
Ill-structured problems have no “stopping rule.” By definition, wicked problems have no end state. Rather, the planner must seek a “good enough” solution based on maintaining equilibrium around some acceptable condition. Unfortunately, our doctrine and practice continue to focus on developing an end state for every plan. When dealing with wicked problems, thinking in terms of an end state will almost certainly lead to failure. Instead, we should think about how to sustain “steady state” over the long term. While apparently a semantic quibble, accepting that wicked problems don’t “end” is vitally important for campaign planners and commanders alike.