Whereas the theory of organized anarchy provided a larger view to describe how organizations and decision situations function, the garbage can model focuses in on how decisions get made within these organized anarchies. The model details what elements are involved in the decision-making process, how the outcomes are generated, and who/what is able to access this interaction.
Decision streams The garbage can model views decisions as outcomes of four independent streams (detailed below) within organizations. Prior to the garbage can model, the decision process was imagined very differently, as visually displayed, based on references from the foundational literature, in the figures below.
Problems Problems arise from people both inside and outside of the organization, and for many different reasons, all consuming attention. Examples may include family, career, distribution of status and money, or even current events in the media. These problems do not need to be real, or actually important, but only to be perceived as such by the decision makers.
Solutions Solutions are an individual's or a collective's product. Examples may include ideas, bills, programs, and operating procedures. None of the solutions need to pertain to an existing problem. Instead, participants use the solutions generated to actively seek out problems that the solutions may be able to solve.
Participants Participants have other demands on their time, and actively arrive to, and leave from, the decision-making process. They may also have different preferences for different solutions.
Choice opportunities Choice opportunities give the organizations chances to act in ways that can be called decisions. These opportunities occur regularly, and organizations are able to determine moments for choice. Examples may include the signing of contracts, hiring and firing employees, spending money, and assigning tasks. The first three streams of problems, solutions, and participants, flow into the fourth stream of choice opportunities, and mix based on chance, timing, and who happens to be present.
The decision arena While the first three streams of problems, solutions, and participants, meet in the stream of choice opportunity (for example, a choice to hire a new employee), the decision/choice arena is the larger domain where all four of these streams meet. This arena can be the type of organization (government, school, university) or the greater setting in which this interaction is occurring. For example, a board or committee may be a choice arena, while the committee's annual elections may be a choice opportunity. Choice opportunities may also move between different choice arenas, such as a decision being passed between committees, or departments.
Decision outcomes The outcomes of how the four streams mix in a choice arena can vary. Sometimes decisions are made. Other times no decisions are made. Still other times, decisions are made, but do not address the problem that they were meant to solve.
Resolution Resolution occurs when the choices taken resolve the problem that was being addressed. This success occurs when problems arise in choice opportunities, and the decision makers present have the energy/ability to properly address the problems' demands.
Oversight Oversight occurs when a decision is taken before the problem reaches it. This happens when choice opportunities arrive and no problems are attached to them. This may be due to problems being attached to other choice arenas at the moment. If there is sufficient energy available to make a choice quickly, participants will make the choice and move on before the relevant problem arrives.
Flight Flight occurs when a decision is taken after the problem goes away. This happens when problems are attached to choice opportunities for a period of time and exceed the energy of their respective decision makers to stay focused on the problem. The original problem may then move to another choice arena. Examples are tabling, or sending decisions to subcommittees, where the problems may not get attached to solutions.
Early implications The
Fortran model simulations, used in the original paper, found that, most often, decisions are not made to resolve problems. Decision-making processes were found to be very sensitive to variations in energy and time. Decision makers and problems were also found to seek each other out, and continue to find each other. Three key aspects of the efficiency of the decision process are problem activity, problem latency, and decision time. Problem activity is the amount of time unresolved problems are actively attached to choice situations. This is a rough measure of the potential for decision conflict in an organization. Problem latency is the amount of time problems spend activated but not linked to choices. Decision time is the persistence of choices. Good organizational structures would be assumed to keep problem activity and problem latency low by quickly solving problems with choices. Notably, this result was not observed in the garbage can model. The model's processes are very interactive, and some phenomena are dependent on specific combinations of other structures at play. Important problems were found more likely to be solved than unimportant ones, and important choices were less likely to solve problems than unimportant ones. == Model constraints ==