About:

Draw a problem nobody can solve.

People who live with messy, tangled problems put them in the pool. You draw one at random, read the brief and follow a proposed design process, with sources to back every step.

Category:

Design concept

Year:

2026

Design framework:

Wicked problems (Rittel and Webber, 1973)

Draw

Brief

Process

Submit

The problem:

Wicked problems, as Rittel and Webber described them in 1973, resist a clean answer. There is no definitive formulation, no stopping rule, and every attempt counts. They are hard to frame, and even harder to start on.

Goal:

Design a place where people who live with tangled problems can put them in a pool, and designers can draw one at random and get a brief, a starting design process and sources to work from.

My role:

My own concept. Idea, content and interface design: the brief format, the guided design process, the submission flow and the final interface.

Methods:

•

Concept design

•

Content design

•

Information architecture

•

Interaction design

•

Visual exploration

•

Prototyping

Discover

Designers learn on tidy briefs. Real problems are not tidy. I wanted a way to train designers on the problems people actually live with.

/01

The idea

This was my idea: a training ground where designers practise on real problems instead of made-up ones. People who live with a messy, tangled problem put it in a pool. A designer draws one at random, so there is no choosing the comfortable one.

The point is not to admire the problem. The point is to start working on it.

01
Submit
Someone who lives with a tangled problem puts it in the pool.
→
02
Pool
A curator checks it; a process and sources are drafted.
→
03
Draw
A designer draws one at random. No choosing the easy one.
→
04
Brief
Context, a How might we challenge, why it's wicked.
→
05
Work
Six phases from framing the mess to a first step.
↺ the work feeds the next draw

/02

Why wicked problems

Rittel and Webber described wicked problems in 1973: no definitive formulation, no stopping rule, and every attempt counts. They are exactly the problems design is needed for, and exactly the ones designers rarely get to practise on.

Rittel and Webber, 1973 · ten characteristics
01
No definitive formulation
02
No stopping rule
03
Not true or false, only better or worse
04
No immediate or ultimate test
05
Every attempt counts
06
No enumerable set of solutions
07
Every problem is essentially unique
08
Every problem is a symptom of another
09
Explanation determines the resolution
10
The planner has no right to be wrong
Highlighted: the three the brief explains for every drawn problem.

/03

Not only a challenge

Most design challenges stop at the provocation. Wicked draw goes further: you can challenge the problem, but you can also actually solve it, because the brief guides you from the first question to a first step.

Provocation
Frame the mess
Map the system
Reframe
Co-create
Probe
Learn and adapt
Typical design challenge
Wicked draw
Most challenges stop at the provocation. Wicked draw guides you to a first real step.

Define

Every drawn problem opens into the same brief, so it is never a blank page.

/01

The problem and the challenge

Each brief states the context, the domain, the scale and who submitted it, and ends with a design challenge as a How might we question. For example: How might we help location-independent workers build belonging that survives moving on?

/02

Why it is wicked

Three of Rittel and Webber’s ten characteristics, explained for the specific problem. Isolation among remote workers has no definitive formulation, is a symptom of other problems such as housing churn and visa rules, and has no stopping rule, because people keep moving.

/03

Principles

  • One draw, one problem. No rerolls until you have read the brief.

  • A route, not a recipe. The process is a place to start, not a checklist.

  • Sources behind every step. Nothing in the brief stands on opinion alone.

01
One draw, one problem
No rerolls until you have read the brief.
02
A route, not a recipe
The process is a place to start, not a checklist.
03
Sources behind every step
Nothing in the brief stands on opinion alone.

Develop

How the service guides a designer from a random problem to real work on it.

/01

The draw

One draw, one problem. No rerolls until you have read the brief. The home screen shows how many problems are in the pool and that every process has six phases.

?
#03 · WORK
Isolation among remote workers
Read the brief →
8
problems in the pool
1
draw, no rerolls before reading
6
phases in every process

/02

The pool

Eight curated problems across eight domains: work, food, housing, public services, health, cities, circularity and climate. You can browse instead of drawing, filtered by domain.

8 curated problems · 8 domains
#01 · WORK
Isolation among remote workers
#02 · FOOD
Household food waste in cities
#03 · HOUSING
Affordability for young adults
#04 · PUBLIC SERVICES
Older adults locked out of digital services
#05 · HEALTH
Burnout in care professions
#06 · CITIES
Overtourism in historic centres
#07 · CIRCULARITY
Single-use packaging in e-commerce
#08 · CLIMATE
Heat stress in dense neighbourhoods

/03

From the outside in

Anyone can put a problem in the pool, ideally one they or the people around them live with.

  • You describe it. The problem in one sentence, what is happening and why it is hard, who is affected.

  • A process and sources are drafted.

  • A curator reviews the brief and adds problem-specific sources.

  • It joins the draw.

01 Describe
02 Draft
03 Review
04 Join the pool
Submitter
Describes the problem
Service
Drafts process and sources
Publishes to the pool
Curator
Reviews the brief
Designer
Can draw it
A small service blueprint: who does what, from a lived problem to a drawable brief.

/04

A proposed design process

A starting route, not a recipe. Six phases, each with an action tailored to the problem and suggested methods: frame the mess, map the system, reframe, co-create, probe, and learn and adapt.

/01
Frame the mess
Interviews, problem statement drafts
/02
Map the system
System and actor maps
/03
Reframe
Frame creation, How might we
/04
Co-create
Workshops with the people affected
/05
Probe
Small safe-to-fail experiments
/06
Learn and adapt
Longitudinal check-ins, iterate
↺ Not a line: learning loops back to framing. Each action is tailored to the drawn problem.

/05

Sources

Sources on the problem itself, plus core reading on wicked problems and process, from Rittel and Webber (1973) and Buchanan (1992) to Dorst’s frame innovation, Meadows’ leverage points, the Design Council’s Double Diamond and the 100metod library.

1973
Rittel and Webber
Dilemmas in a general theory of planning
1992
Buchanan
Wicked problems in design thinking
1999
Meadows
Leverage points
2005
Design Council
The Double Diamond
2015
Dorst
Frame innovation
Today
100metod
KISK method library
Core reading behind every process, plus sources on each specific problem.

Deliver

The final interface puts the real voice of the problem first.

/01

The tangle

Each problem appears as a submission in the voice of someone who lives with it, next to a living map of the forces pulling at it and the groups caught in it. The map drifts and pushes away from the cursor, and pulling another thread re-tangles it.

The counts sum it up: forces pulling at it, groups caught in it, and zero clean answers. Then the brief and the process take over and guide you to the first step.

© More works
(WDX®)
digital design

© help centre
(WDX)
clarification

FAQ.

Pavel Danyi

Defining outcomes through a transparent process and honest dialogue.

01

What services do you offer?

02

What is your typical turnaround time?

03

How do you identify what users truly need?

04

Why invest in research instead of jumping straight into design?

05

What exactly is the "output" of your work?

What services do you offer?

What is your typical turnaround time?

How do you identify what users truly need?

Why invest in research instead of jumping straight into design?

What exactly is the "output" of your work?

Pavel Danyi

Let’s talk