Chapter 14 — Common Failure Patterns¶
This chapter is a catalog of system failure patterns—not as trivia, but as a diagnostic tool.
Each pattern describes:
- the observable symptoms
- the underlying mechanism
- why it’s attractive
- what it breaks
- a corrective design move
Use this chapter when you suspect your “system” is turning into ritual, theater, or politics.
Pattern 1: Vocabulary-First Systems¶
Symptoms¶
- lots of new terms
- debates about definitions
- “we need alignment” becomes frequent
- artifacts are mostly glossaries and decks
- decisions don’t get faster or safer
Mechanism¶
Vocabulary creates shared labels without enforcing shared commitments.
People mistake naming for control.
Why it’s attractive¶
- low conflict
- feels sophisticated
- easy to teach and spread
What it breaks¶
- decision accountability
- learning loops
- speed under stress
Corrective move¶
Add:
- one explicit decision output
- one artifact that records the decision
- one constraint that triggers a default if the decision isn’t made
If you can’t enforce those, admit it’s a vocabulary, not a system.
Pattern 2: Ritual Without Artifact¶
Symptoms¶
- recurring meetings that “feel important”
- endless revisiting of the same topics
- outcomes are verbal and evaporate
- decisions are postponed by default
Mechanism¶
The system is actually a cadence. Cadence is mistaken for governance.
Why it’s attractive¶
- creates social rhythm
- provides a sense of control
- distributes responsibility through attendance
What it breaks¶
- inspectability
- commitment
- continuity across time and people
Corrective move¶
Define the meeting’s purpose as:
- produce a specific artifact
- that contains a specific decision
- that triggers specific next actions
No artifact, no meeting.
Pattern 3: Artifact Without Decision¶
Symptoms¶
- many documents and dashboards
- “status” is always available
- nobody can name the decision that changed because of the artifact
- planning produces slides, not commitments
Mechanism¶
Artifacts are optimized for reporting, not for decision-making.
Why it’s attractive¶
- legibility is rewarded
- leadership feels informed
- avoids conflict (information can be shared without choosing)
What it breaks¶
- prioritization
- accountability
- speed to commitment
Corrective move¶
Require each artifact to include:
- a decision field (“What changed?”)
- an owner
- a default if no decision is made
- a link to the next action
If the artifact can’t change action, delete it.
Pattern 4: Constraintless Systems¶
Symptoms¶
- “it’s a guideline”
- exceptions are constant
- under stress, people ignore the system
- enforcement relies on reminders and shame
Mechanism¶
Without constraints, the system cannot force tradeoffs or defaults.
Why it’s attractive¶
- reduces resistance
- avoids authority conflict
- feels “empowering”
What it breaks¶
- reliability under pressure
- learning (no stable process)
- credibility (“process doesn’t matter here”)
Corrective move¶
Add one enforceable constraint with a default:
- scope cap, WIP limit, timebox, gate, authority boundary
If enforcement is impossible, redesign the unit of analysis or adoption path.
Pattern 5: “Best Practice” Systems¶
Symptoms¶
- justification is “industry standard”
- system is adopted with minimal local diagnosis
- dissent is framed as immaturity (“you’ll get it later”)
Mechanism¶
External legitimacy replaces local problem fit.
Why it’s attractive¶
- reduces uncertainty
- provides political cover
- accelerates rollout
What it breaks¶
- fit to context
- trust (people feel coerced)
- learning (feedback is dismissed)
Corrective move¶
Force a local contract:
- name the local failure
- name the decision optimized
- define the artifact and constraint
- define misuse risks in your environment
If you can’t do this, you’re buying identity, not design.
Pattern 6: Framework Stacking¶
Symptoms¶
- multiple overlapping systems
- conflicting artifacts
- teams spend time translating between methods
- governance expands to reconcile contradictions
Mechanism¶
When one system fails, another is added rather than replacing or subordinating.
Why it’s attractive¶
- avoids admitting failure
- keeps everyone’s preferences alive
- adds “coverage” without removal
What it breaks¶
- coherence
- throughput (coordination load rises)
- accountability (no one knows which system wins)
Corrective move¶
Apply the landscape rule:
- each recurring decision must have one “source” artifact
- adding a system requires removing or subordinating another
Pattern 7: Scale Mismatch (Scale Collapse)¶
Symptoms¶
- a team practice mandated org-wide
- heavy governance to enforce simple routines
- widespread superficial compliance
- local adaptations are treated as failures
Mechanism¶
System assumptions don’t survive the unit-of-analysis change.
Why it’s attractive¶
- leaders want comparability
- copying seems cheaper than redesign
- success stories are compelling
What it breaks¶
- autonomy
- adaptability
- credibility of governance
Corrective move¶
Redesign for the new unit:
- control interfaces rather than rituals
- shift artifacts to match the scale (ownership maps, contracts, portfolio allocations)
- explicitly define enforcement authority
Pattern 8: Metric Capture¶
Symptoms¶
- metrics improve while reality worsens
- teams optimize numbers over outcomes
- people hide work to protect metrics
- metrics become performance weapons
Mechanism¶
Measurement becomes an incentive system, not an information system.
Why it’s attractive¶
- makes leadership feel in control
- simplifies complexity
- supports comparability and accountability narratives
What it breaks¶
- truth
- psychological safety
- long-term performance
Corrective move¶
- separate metrics used for learning from metrics used for evaluation
- add “anti-gaming” signals
- tie metrics to decision logs (“what did we change because of this?”)
Pattern 9: Legibility Over Truth¶
Symptoms¶
- sanitized status updates
- surprises emerge late
- bad news travels slowly
- artifacts look clean but don’t predict outcomes
Mechanism¶
Artifacts are optimized to be understood by power, not to reflect reality.
Why it’s attractive¶
- reduces conflict
- protects reputations
- makes planning look stable
What it breaks¶
- early detection
- repair speed
- trust
Corrective move¶
Design artifacts for truth first:
- include uncertainty explicitly
- record assumptions
- require red/yellow flags with owners and next actions
- protect candor from punishment
Pattern 10: Consensus Systems (Veto Everywhere)¶
Symptoms¶
- decisions take a long time
- “alignment” becomes endless
- people avoid proposing bold moves
- the loudest or most risk-averse actor controls outcomes
Mechanism¶
Consensus creates distributed veto power and rewards avoidance.
Why it’s attractive¶
- feels fair
- reduces overt conflict
- spreads responsibility
What it breaks¶
- speed
- ownership
- innovation under uncertainty
Corrective move¶
Introduce authority boundaries and defaults:
- define who decides
- define consult vs inform
- define escalation rules
- use timeboxed decision windows with default outcomes
Pattern 11: Systems That Can’t Die (Fossilization)¶
Symptoms¶
- systems remain after context changes
- nobody remembers why the system exists
- the system is defended as “how we do things”
- removing it feels dangerous
Mechanism¶
No retirement mechanism + identity attachment + fear of chaos.
Why it’s attractive¶
- stability feels safe
- removing systems creates political risk
- “more process” seems responsible
What it breaks¶
- adaptability
- speed
- morale (people feel trapped in rituals)
Corrective move¶
Add review and retirement rules:
- sunset clauses
- kill criteria
- cost caps (time budget)
- explicit “replace vs stack” governance
Pattern 12: Hero-Dependent Systems¶
Symptoms¶
- works only when one person is present
- unclear rules; “just ask Alex”
- decisions stall when the hero is absent
- knowledge is social, not inspectable
Mechanism¶
Enforcement and interpretation live in a person, not in artifacts and constraints.
Why it’s attractive¶
- fast initially
- avoids writing things down
- hero becomes a coordination hub
What it breaks¶
- scalability
- resilience
- onboarding and continuity
Corrective move¶
Move the system into artifacts:
- decision logs
- explicit rules and defaults
- ownership maps
- documented constraints
If you can’t make it inspectable, it’s not a system—it’s a person.
How to Use This Chapter¶
When evaluating a system, ask:
- Which two patterns does this system most resemble?
- Which pattern is it drifting toward under stress?
- What single constraint or artifact change would reverse the drift?
This is not about perfection. It’s about preventing predictable failure.
Exit Condition for This Chapter¶
Pick one system you currently use and do two things:
- Identify the top 2 failure patterns it exhibits today
-
Apply one corrective move that changes either:
-
a constraint, or
- an artifact, or
- an authority boundary
If nothing changes in decisions within a week, the correction was cosmetic.