Applied Critical Thinking 7 — Full Study Notes

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This flashcard set covers vocabulary from the Applied Critical Thinking 7 notes, including concepts related to perverse incentives, system types, group dynamics, and problem-solving frameworks like Cynefin.

Last updated 2:03 AM on 6/9/26
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48 Terms

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Deterrence Hypothesis

The assumption that introducing a penalty for a behaviour will produce a reduction in that behaviour.

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Perverse Incentive

A rule, reward, or punishment that produces the opposite of its intended behavioural outcome, often making the original problem worse.

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Moral Obligation

A felt duty to behave well toward others, driven by internal factors like guilt, shame, or social norms rather than financial considerations.

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Social Norm

An unwritten rule that a community or specific group expects its members to follow.

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Null Hypothesis (H0H_0)

The assumption that there is no causal connection between two things.

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Alternative Hypothesis (H1H_1)

The claim that there is a causal connection between two things.

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First Order Effect

The direct, obvious, and intended result of an action or change.

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Second Order Effect

An unintended consequence that results from a first order change within a system and is typically not anticipated by the problem-solver.

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Trophic Cascade

A phenomenon that occurs when the removal or addition of a top predator causes indirect effects at lower levels of a food chain, altering populations of prey, plants, and other ecosystem elements.

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Anthropocentrism

The belief that human beings are the central or most significant entities in the universe, and that all things should be evaluated based on their impact on humans.

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Goal Displacement

Occurs when an original goal is replaced by a new goal — typically a procedural or operational one — so that the means to an end becomes an end in itself.

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Cultural Norm

A widely shared expectation about values, behaviour, or the nature of the world that operates within a specific cultural group.

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Threshold Effect

Occurs when a stimulus, such as a reward or punishment, must reach a minimum level of intensity before it produces a change in behaviour.

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Extirpated

A state of being locally extinct, where a species is gone from a specific geographic area but still exists elsewhere.

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Feedback Loop

A process that occurs when the output of a system becomes an input that influences the system's future behaviour.

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Positive Feedback Loop

A loop in which the output reinforces or amplifies the input, causing a variable to grow stronger or larger over time; essentially an amplifying spiral.

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Negative Feedback Loop

A loop in which the output reduces or counteracts the input, causing the system to stabilise around a specific set point; also known as a stabilising loop.

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Intended Outcome

The desired result that a problem-solver aims for when design and implementation of an intervention takes place.

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System

A set of interconnected parts that interact to form a whole with a specific purpose or function.

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Path Dependence

The phenomenon where early choices constrain future options, making it difficult to switch to better alternatives due to accumulated investments, habits, and infrastructure.

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Ubiquity

Refers to a technology, system, or norm that is so widely present that it becomes the default standard and makes alternative traction difficult.

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Network Effect

The phenomenon whereby a product or service gains additional value as more people use it, where the value is derived from collective adoption.

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Groupthink

An excessive form of concurrence-seeking among members of high-prestige, tightly-knit groups, where the desire for harmony overrides the realistic appraisal of alternatives.

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Motivated Reasoning

The process of reasoning toward a predetermined conclusion rather than following the evidence.

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Bandwagon Fallacy

The logical error of assuming that something is correct, good, or desirable simply because many people believe or do it.

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Pluralistic Ignorance

A social phenomenon in which each individual privately disagrees with a norm but assumes others accept it, leading to a maintained illusion of consensus.

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Concurrence Seeking

The prioritisation of group agreement and harmony over the rigorous, critical evaluation of alternatives.

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Dissent

The expression of disagreement or opposition to a dominant view, policy, or decision within a group.

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Unanimity

The state of complete agreement among all members of a group.

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Systems Thinking

An approach to problem-solving that focuses on understanding the relationships, feedback loops, and patterns within a system rather than individual components in isolation.

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Silver Bullet

A simple, single solution believed to be capable of solving a complex problem entirely on its own.

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Solutionism

The ideological tendency to treat every complex problem as having a straightforward technical or procedural solution, ignoring systemic complexity.

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Clear System

A domain where cause and effect is obvious to everyone and the right answer is self-evident.

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Complicated System

A domain where cause and effect exists but is only visible to experts through analysis, often having multiple correct answers.

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Complex System

A domain where cause and effect can only be seen in hindsight, solutions emerge from experimentation, and results are not predictable.

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Chaotic System

A short-lived domain with no identifiable cause and effect, even in hindsight, where there is no single right answer.

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Emergence

The phenomenon whereby new, complex properties or patterns arise from the collective behaviour of simpler agents following simple rules without central direction.

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Agents

The individual parts of a complex system, such as people, animals, or molecules, which follow simple rules.

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POSIWTD

An acronym for 'The Purpose Of a System Is What It Does,' indicating that the true function of a system is revealed by its actual outputs rather than its stated goals.

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Espoused Theory

What a person or institution says they do, often represented by official stories or mission statements.

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Theory in Use

What a person or institution actually does, as revealed by the observed behaviour and output of the system.

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Incentive Analysis

A problem-solving approach that identifies the motivations, rewards, and pressures driving agents' behaviour to design interventions that change conditions.

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Incrementalism

A problem-solving approach that implements small, gradual changes over time to shift social norms rather than seeking immediate, comprehensive transformation.

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Overton Window

The range of policies and ideas that are currently politically and socially acceptable within a given society or cultural context.

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Safe-to-fail Experiment

A small-scale, low-risk intervention designed to test a hypothesis in a complex system where failure does not cause serious harm.

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Counterfactual Thinking

Reality-constrained imagination that considers how a system would behave under different conditions to understand causes and anticipate second-order effects.

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Deference to Authority

A cultural norm where junior members of a group defer to leaders, potentially suppressing descent even when a leader's decision is wrong.

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Crew Resource Management (CRM)

A training system that reframes authority as a shared cognitive resource and normalises human error to encourage speaking up and redundant safety procedures.