I've realized that it's a philosophy that crops up all over the place -- particularly in game design. Most RPGs just toss in numbers that "feel right" without really thinking about what kind of results they'll give.
Quel says it's a popular approach at her workplace, as well.
So, now, in the future, when you hear me refer to "The Bullwinkle School" or "Bullwinkle Design", you'll know what I mean.