A pattern library of architectures

Technical architecture has a mature understanding of architectural patterns. That’s not something we think explicitly about much in IA, but patterns exist regardless. This is an (ironically) unsorted list of patterns I see in use:

  • Junk drawer
  • Big ball of mud
  • Inbox
  • Ledger/Data table
  • Activity feed
  • Thread
  • Search within
  • Pin board
  • Folder
  • Recommended content
  • Guided tour
  • Neighborhood
  • Clickable metadata
  • Glass door (the way you can see the contents of a module from the learning path)
  • Card - List - Detail
  • Beads on a string - like a checkout flow
  • Tabletop
    • Nesting doll - like Instagram or other apps that have you “zoom” in and then have to back out again
    • Bento box
    • Wizard
  • Landscape
    • Hub and spoke
    • Star (dense interlinking, like wikipedia)
    • Hierarchy
      • Table of contents Patterns for change/over time
  • Façade: Create a new thing in front, so nobody has to look at the old
  • Strangler vine: Create a new thing that gradually overtakes the old
  • Refactor: Change little pieces of an old thing as you can
  • Burn it all down and start over

Q: What anti-patterns do we have in IA? For me, these are attractive nuisances.

  • Wizards ^4l22s8
  • Role-based navigation
  • A Key to All Mythologies
  • Prima Materia (a generic form you can put anything in)
  • Anything accomplished with an army of interns1 1 Andy Fitzgerald’s 2024 Taxonomy Bootcamp talk, “Orchestrating for the Mundane” points out that this solution is a dead giveaway for a “law of medium numbers” problem, where the problem is too big to study exactly and too small to study statistically. ^4l22s8-4l22s8

References

Foote, B., & Yoder, J. (1999). _ Big Ball of Mud_. Pattern Languages of Program Design 4 . http://www.laputan.org/mud/?ref=coding-horror