Toolkit — Anti-Pattern Playbook¶
This playbook is a set of field countermeasures for common system failures. Each entry is structured for fast use:
- What you’ll see (symptoms)
- What’s really happening (mechanism)
- Fast test (how to confirm)
- Countermove (artifact / constraint / authority / cadence)
- Default (what to do if people avoid the fix)
Use it in reviews, retro-style sessions, and whenever “process” starts feeling heavy but outcomes don’t improve.
Anti-Pattern 1 — “Alignment” as a Goal¶
What you’ll see¶
- “We need alignment” becomes the problem statement.
- Meetings increase; decisions don’t.
- People leave with different interpretations.
What’s really happening¶
A failing decision type is being disguised to avoid conflict.
Fast test¶
Ask: “Alignment about which decision?” If nobody can answer in one sentence, it’s not alignment—it’s avoidance.
Countermove¶
- Decision: force a decision type (priority/scope/ownership/…)
- Artifact: create a decision log entry with “Decision changed” field
- Constraint: timebox the decision + default outcome
Default¶
If the decision isn’t named in 10 minutes, stop the meeting and assign an owner to produce an Observable Failure Statement.
Anti-Pattern 2 — Ritual Without Artifact¶
What you’ll see¶
- Recurring meetings exist “because we always do them.”
- Outcomes are verbal; nothing persists.
- The same topics reappear weekly.
What’s really happening¶
Cadence is substituting for a decision machine.
Fast test¶
Ask: “Show me the last 3 artifacts this meeting produced.” If there are none, it’s a ritual.
Countermove¶
- Artifact: define a single required output (one page / one table)
- Constraint: “No artifact, no meeting”
- Cadence: shorten or remove until artifact exists
Default¶
If artifact isn’t produced, automatically cancel the next occurrence and run async.
Anti-Pattern 3 — Artifact Without Decision¶
What you’ll see¶
- Dashboards/slides/docs are produced regularly.
- People feel “informed,” but actions don’t change.
- Artifacts are optimized for polish.
What’s really happening¶
Reporting is replacing decision-making.
Fast test¶
Ask: “Which decision changed because of this artifact?” If there’s no answer, it’s theater.
Countermove¶
-
Artifact change: add mandatory fields:
-
“Decision changed”
- “Owner”
- “Next action + date”
- Constraint: artifact must contain a decision or it’s invalid
Default¶
If no decision is recorded, the system defaults to the previous decision (explicitly) and escalates the missing decision to the decider.
Anti-Pattern 4 — Constraintless “Guidelines”¶
What you’ll see¶
- “It’s just guidance.”
- Exceptions are constant.
- Under stress, the system vanishes.
What’s really happening¶
There is no enforcement mechanism; the system is optional.
Fast test¶
Ask: “What happens when someone ignores this?” If the answer is “nothing,” it’s not a system.
Countermove¶
- Constraint: add one enforceable rule
- Default: define automatic behavior when ignored
- Authority: name who enforces it
Default¶
If enforcement authority can’t be named, redesign the system to a smaller unit of analysis where authority exists.
Anti-Pattern 5 — Framework Stacking¶
What you’ll see¶
- New systems are added; none are removed.
- Multiple sources of truth exist for the same decision.
- Teams spend time translating between systems.
What’s really happening¶
Systems collide or duplicate decision ownership.
Fast test¶
Ask: “Which artifact is the source of truth for priority/scope/etc.?” If there are two, you have a collision.
Countermove¶
- Precedence rule: declare which system wins for that decision domain
- Removal/subordination: retire or subordinate one system
- Landscape matrix: map collisions explicitly
Default¶
No new system may launch until it names what it replaces/subordinates and where the single source artifact will live.
Anti-Pattern 6 — Consensus Veto Everywhere¶
What you’ll see¶
- Decisions take too long.
- “We need more buy-in” repeats.
- The most risk-averse actor controls outcomes.
What’s really happening¶
Consensus creates distributed veto power and rewards avoidance.
Fast test¶
Ask: “Who decides if we disagree?” If unclear, you don’t have decision rights.
Countermove¶
- Authority boundary: name the decider
- Participation rule: consult vs inform
- Constraint: timeboxed decision window + default outcome
- Artifact: decision log with dissent recorded
Default¶
If the group can’t agree on a decider, escalate that as the decision to leadership immediately (ownership is the blocker).
Anti-Pattern 7 — Metric Capture¶
What you’ll see¶
- Metrics improve; reality worsens.
- People hide work to protect numbers.
- Metrics become performance weapons.
What’s really happening¶
Measurement became an incentive system.
Fast test¶
Ask: “Who gets punished or rewarded by this metric?” If the answer is “individuals/teams,” gaming is predictable.
Countermove¶
-
Separate:
-
learning metrics (diagnosis)
- evaluation metrics (performance)
-
Add “decision link”:
-
metrics must map to an action decision log entry
Default¶
If a metric is used for evaluation, it must have an explicit anti-gaming review and be paired with at least one qualitative truth check (incidents, audits, samples).
Anti-Pattern 8 — Legibility Over Truth¶
What you’ll see¶
- Status looks green until failure is unavoidable.
- Bad news travels slowly.
- Artifacts are sanitized.
What’s really happening¶
Artifacts optimize safety/politics over reality.
Fast test¶
Ask: “What does this artifact make harder to say?” If uncertainty and risk aren’t representable, truth is being filtered.
Countermove¶
-
Artifact: require fields for:
-
uncertainty
- risks with owners
- assumptions
- “what would change our mind”
- Constraint: red/yellow flags require next action + date
Default¶
If uncertainty can’t be written, the artifact is invalid and must be replaced by a simpler decision-focused artifact.
Anti-Pattern 9 — “Everything Is Urgent”¶
What you’ll see¶
- Priorities shift constantly.
- Work starts but doesn’t finish.
- Teams are always “busy,” outcomes lag.
What’s really happening¶
No enforced prioritization and uncontrolled WIP.
Fast test¶
Ask: “What are the top 3 priorities and what are we not doing?” If “not doing” is empty, priority is fake.
Countermove¶
- Constraint: WIP limit or initiative cap
- Default: new work displaces lowest-priority in-progress work
- Artifact: ranked stack with capacity allocation
Default¶
If leadership introduces urgent work, they must name what it displaces (explicit tradeoff rule).
Anti-Pattern 10 — Ownership Fog (“Not My Problem”)¶
What you’ll see¶
- Work gets blocked on dependencies.
- Escalations replace collaboration.
- Interfaces and responsibilities are disputed.
What’s really happening¶
Ownership and interfaces are the real object of control, but the system is trying to control “communication.”
Fast test¶
Ask: “Who owns this interface/domain and what authority do they have?” If unclear, you have boundary failure.
Countermove¶
- Artifact: ownership map + interface contract
- Constraint: every interface has an owner; changes require owner approval
- Authority: escalation path defined
Default¶
If ownership is disputed, default ownership goes to the team operating it in production until reassigned by a named authority.
Anti-Pattern 11 — Hero-Dependent Systems¶
What you’ll see¶
- One person makes the system “work.”
- Everyone says “ask Alex.”
- Progress stalls when the hero is absent.
What’s really happening¶
Interpretation and enforcement live in a person, not in artifacts and defaults.
Fast test¶
Ask: “Could a new hire run this system from artifacts alone?” If not, it’s hero-dependent.
Countermove¶
-
Move rules into:
-
decision logs
- explicit constraints and defaults
- ownership map
- Reduce reliance on tacit knowledge
Default¶
If a step requires a person’s memory, treat it as a missing artifact and stop the workflow until it’s captured.
Anti-Pattern 12 — Fossilized Systems (Can’t Die)¶
What you’ll see¶
- Nobody remembers why the system exists.
- Removing it feels dangerous.
- The system survives via identity.
What’s really happening¶
No review cadence and no retirement mechanism.
Fast test¶
Ask: “What failure was this designed to prevent?” If unclear or obsolete, it’s fossilized.
Countermove¶
-
Add:
-
sunset clause
- review cadence
- kill criteria (evidence-based)
- Run the System Fitness Checklist
Default¶
If the system can’t justify itself within one review cycle, schedule retirement and protect a replacement only if a proven gap remains.
Fast “What Should We Change First?” Rule¶
When a system is failing, change in this order:
- Constraint + default (teeth)
- Artifact (inspectability)
- Authority boundary (enforcement)
- Cadence/trigger (operational fit)
- Unit of analysis (scale validity)
If you start with cadence or templates, you usually get theater.
Mini Index (Anti-Pattern → Countermove)¶
- Alignment talk → force decision type + timebox + default
- Too many meetings → “no artifact, no meeting”
- Pretty reports → add “decision changed” + next action
- Optional guidelines → add enforceable constraint + default
- Too many frameworks → precedence + remove/subordinate
- Consensus slow → decider + consult/inform + default
- Metrics gamed → split learning vs evaluation + decision link
- Green status lies → uncertainty/risk fields + red requires action
- Everything urgent → WIP/initiative cap + displacement default
- Blocked dependencies → ownership map + interface contract + escalation
- Hero hub → externalize into artifacts + defaults
- Fossilization → sunset clause + kill criteria