A pattern in software is defined as a "solution to a problem in a context". What this means is, I have a problem, like navigating a complex website. One solution is the use of breadcrumbs across the top of the page to guide navigation. A user can always get back where they started by following the bread crumbs. We have, viola', a pattern. (Breadcrumbs)
In user interface design, a partial solution to a problem can lead to confusion. For example, if the breadcrumbs led you back to some other website, or some other part of the website, you might consider them to reflect a sort of "anti-pattern" of confusion and disorientation. All the same visual cues are in place - it's just that they take you the wrong direction. In the physical world, this would be like stopping in a small town and asking for directions, but getting sent in the wrong direction by mischievous natives.
Another example of such an anti-pattern in the physical world is the clothes chute in my house. It goes from the second floor to the stairway on the first floor which leads to the basement. The washer and dryer are now, and have always been, in the basement. This partial solution is, in fact, worse than having no clothes chute at all because:
- The clothes end up 1/2 way to the washer
- The clothes are then emptied either onto the stairs, posing one hazard, or into a basket while standing on the stairs, posing another hazard.
- Potential exercise associated with transporting the clothing in baskets downstairs is exchanged for mortal danger.
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