Schleps, Puzzles, and Packages: Solving Complex Problems the Iron Man Way
There is an old joke about cadets in a tank warfare training program with three sessions, on mobility, communications and firepower.
The first instructor, an engine expert, concludes his session with the declaration, "a tank that can shoot and communicate, but not move, is useless." The next instructor, a radio expert, concludes his session with a similar line, "a tank that can shoot and move, but not communicate, is useless."
The last instructor, a gunnery expert, finishes his session with the line, "a tank that can move and communicate, but not shoot, is basically a 50-ton portable radio."
The lesson I draw today from the joke (which I first heard 30 years ago) is this.
Complex problems contain three sub-problems: schlep, puzzle and package. For a tank, mobility represents the schlep sub-problem (building a vehicle for lugging a big gun around on rough terrain, using known technologies). Firepower represents the puzzle sub-problem (shooting accurately from a fast-moving, wobbling platform). Communication represents the packaging sub-problem (integrating the tank into a battle plan). It took decades to get the solution right, resulting in the modern main battle tank (MBT).
When you solve complex problems right, you are left with three corresponding intangible things of value: an asset, an insight and an aesthetic, which make the solutions both durable and generative (the solutions gradually and intelligently expand to occupy bigger problem spaces, realizing the potential of the original specific solution).
Understanding the interaction of these 3+3 input and output elements can make a big difference to how you attack complex problems. I am going to try and explain using the Iron Man movies.
Built to Last
My definition of a good solution to a complex problem is one that solves the immediate problem, is built to last and generates more potential than it uses.
The more I think about complex problems, the more I get convinced that the built to last part is critical. Almost all failures are caused by not aiming for durability. The three parts of the definition interact. Solves the problem is what enables the solution to survive in its infancy. Creates more potential than it uses is what allows it to keep going long term, as a grown-up idea capable of earning a living indefinitely. And attacking complex problems (even if small-scale) is also important. Simple problems can be solved in less powerful ways.
The three-way breakdown of complex problems is driven by durability logic.
- The schlep piece: the bit that takes the most dull/dangerous/dirty work, very little creativity, and a lot of energy, but leaves you with an essential strategic asset that will be useful in any solution to a broad class of problems.
- The puzzle piece: the part that requires an insight breakthrough; the part that's going to take some luck, a lot of intelligence and genuine creativity. This piece of the solution is more vulnerable. Others can be lucky, insightful, intelligent and creative.
- The package piece: the bit that determines how the whole solution is put together to fit into the environment so it adds value gracefully. This is the least durable part of the solution, since the environment is not within your control and can change rapidly.
- The schlep was the montage-effort it took Tony Stark to build a fabrication shop in an Afghan cave (and later, a better one in his basement).
- The puzzle was the problem of miniaturizing the arc reactor to power the suit.
- The package was the idea of the suit itself.
- Other people's motivations for solving different, unrelated problems (usually the problem of generating specific returns over specific time-scales)
- Tempting "assets" cannibalized from solutions to other problems that look "synergistic" but contain alien DNA.
- Assets start to depreciate, due to loss of strong compounding effects from focus (solutions to various sub-problems not feeding off each other)
- Insights lose their potency, from being pointed in a less fertile direction, lowering generativity (alien DNA diminishing fertility or even rendering an insight-cascade sterile)
- Aesthetics decohere, leaking conceptual integrity and creating brittleness in packages (creating vulnerabilities outside-in, first in brands, then in products, creating openings for competitors to make inroads)
- There is a strong window-of-opportunity constraint that forces you to operate at a certain minimum tempo
- There are forces in the picture that can destroy your limited capabilities with brute force while your roots are not deep enough
- There is a realistic expectation that there will be time later to "do it right" (pay off the "technical debt" of being forced to do it wrong initially)
- He is working with cannibalized assets (parts of a missile system built by his company) and OPM (the terrorists money).
- He has limited time to manufacture an exit. He is facing an adversary willing and able to simply kill him if he interferes with their agenda.
- He has a realistic expectation that once he escapes, he'll be able to "do it right" and pay off the technical debt incurred in the first suit (which is not a prototype; it is a deployed solution to the escape problem). When he escapes, he retains the generative core of insight (the arc-reactor in his chest, the core IP retained as a trade secret rather than patents).
- You either solve a "first instance" problem in a design space (depth first) or develop a generically-capable "platform", (breadth-first) depending on conditions. Both rely on an a priori mapping of an opportunity space. The latter requires a bigger capital stash.
- If you started with a "platform" you look for a "killer app" to realize its potential. This is a high-risk/high capital approach, but is sometimes justified.
- If you started with a "first instance" (better) you try to generalize the solution via a "bowling pin" strategy (applying it to a succession of similar problems until general principles emerge, and then trying to build out the "platform" under a collection of live point-solutions). This has a different risk profile -- execution entropy and VUCA (volatility, uncertainty, complexity, ambiguity) getting in the way of your ever building a general solution. This is especially risky if your first few "bowling pins" were meant to be loss-leaders, with profitability dependent on your eventually building a lower-cost platform under them. When you fail in such a case, you bleed to death as you grow.
- Raw-schlep assets gradually get locked down with increasing security
- Generative insights are unleashed and operate at an accelerating pace, creating a cascade of fractal SPP/AIA structures
- Packaging aesthetics are driven towards continuous refinement, you get increasing, eventually overwhelming dominance.
3 Comments
A crude and overly simplistic analogy is graduate school as a microcosm of the SPP/AIA structure.
Coursework + becoming an expert (schlep-asset) => Original research (puzzle-insight) => Thesis & defense (package-aesthetic)
Students appreciate this narrative much more when it not only hits close to home in their own life but see how it can be applied to military contexts as well.
This post keeps bubbling to the front of my mind.
Hey Venkat, this resonated with me really powerfully. It helped me kinda refactor my systems-thinking at a very axiomatic level and for that I am grateful.
I can't help but see parallels between schlep/asset puzzle/insight package/aesthetic with the "three plus"- accomplishment, creativity and connection. These always resonate powerfully with people and get the most Likes- I accomplished this. Man plants entire forest by hand. I discovered this. I connected with this person, community, idea. These are at the heart of all good stories that we all like to applaud. The monomyth typically ties all 3 together.
Not sure if that's useful to you but I just thought that was really cool.
Three plots, not plus.