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
Notes mentioning this note
Big ball of mud
[[People create architectures that mirror their communication structures It’s no longer the 1960s]], it’s 1997, and we’ve been making software...