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Old 03-06-2010   #18
wm
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Quote:
Originally Posted by Bill Jakola View Post
I suggest it is like driving a car where we are quite confident of reaching our destination without incident; but, we remain vigilent and prepared to react in case something goes awry. It is more than just being reactive to the environment; it requires us to constantly envision what could go wrong and then prepare to prevent or overcome potential problems should they materialize.
If this what exemplifies design, then my earlier comment about old wine seems dead on.

I would hope that a relook of our process would yield is something much more radical than this:
"We have to get from point A to point B. Let's load up the Strykers and drive to B. But be ready folks. We may encounter native raidng parties so let's prepare for actions on contact. And get our ISR assets out so we don't get ambushed. The bridge may be washed out so we'll have to bring an AVLB--or a Wolverine if we can beg one from higher--and be ready to take some alternative routes. Remember to ask for a continuous FMV feed from Cortps assets so we can decide what other routes might be availalble.
"Questions?
"WTF, we can't get Corps coverage?--then '2' you better make sure you figure out how we get FMV fed to us."

What in the "Design is like driving" example describes what needs to be done to ensure that the correct problem (getting from A to B) has been selected? What in the example demonstrates that the solution set most probable of success(drive there) has been chosen?
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