| The problem can't always be resolved or even compromised on satisfactorily, however. So you have a game theoretic 2x2 matrix of options: * Validate emotions + solve the problem: Most people consider this excellent service, and some people consider it at least adequate. Very few people will complain about this. * Do not validate + solve the problem: Some consider this excellent, most consider this adequate, some consider this a slight even though the problem is solved. * Validate + not solve: Most people will be annoyed, but at least be civil about it because you've been civil to them. A few will lash out, but they were going to anyway. * Not validate + not solve: Virtually nobody likes this. The game theoretic optimal solution for a service provider is to always validate, and hopefully solve the problem as well. |
Which can be a mistake when the person you are dealing with has or may have an ulterior motive for your interaction (i.e. said "toddlers").
This is why in actual customer service, validating someone's feelings ("I understand you did not like the cook on the steak") is good, while validating their concerns ("I understand that the steak was undercooked") is bad.
You don't want to "find common ground" or "shared viewpoints" just to fulfill the validation matrix plot, because it may very well be based on a false premise, or even a blatant fabrication. In real world terms, validating concerns can often be an admission of liability or fault, or a soundbite that will be weaponized against you.