Inverse Design

Here’s an idea that I got yesterday after my installation lecture. It’s called
“Inverse Design”
That is, given a design task, the task is to find simplifications to the task itself in order to maximize the goodness of user interfaces that can be obtained.
Why? Perhaps some tasks are ‘impossible’ or ‘wicked’ to begin with. It’s permissible to change assumptions especially in early-stage design where those assumptions are vague to begin with.
If we push this even further, perhaps we could answer a question like this:
How ‘favorable’ is a given problem in terms of the usability of the user
interfaces that can be produced?