This paper is about the socio-technical findings of a project that was carried out for an organisation in the educational sector. The main aim of the project was to explore the possibilities of developing a mobile Augmented Reality authoring tool that educators would use to create AR experiences in attempt to improve their teaching methods. A novel ‘solution’ was designed and prototyped, which initially seemed to have great potential, but as the project progressed it gradually became evident that although the solution was possible, it was not necessarily a good solution. The project ended up being a prime example of the nowadays common phenomenon of designing efficacious but ineffective solutions for ill-defined problems. This paper analyses the project in retrospective from a soft systems thinking point of view, reflecting on the problems and limitations of attempting to solve problems with ill-defined boundaries and requirements using hard systems thinking.