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First Principles

12 Examples of Patterns

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A pattern is a structure that reoccurs. People tend to look for patterns in order to understand things, solve problems and standardize processes. The following are common examples of patterns.

Mathematical Patterns

Patterns in math such as sequences, series and geometrical shapes.

Visual Patterns

Repeated elements in art, design and other visual environments and communications.

Business Patterns

Things that have worked for one business such as a business model that get transferred across industries.

Best Practices

Businesses avoid reinventing things by applying patterns known as best practices that are well-known solutions to common problems.

Design Patterns

Reusable solutions to common design problems. Often used in software design.

Architectural Patterns

Well-known structural designs that can be applied to solve common problems.

Strategies

Patterns for winning a competition in the long term.

Tactics

Patterns for winning a competition in a fast moving situation that requires immediate responses. For example, closing techniques used in sales.

Communication Patterns

Models for communicating such as a meeting, memo or social media post.

Behavioral Patterns

Patterns of human behavior such as a tendency to seek respect and understanding from others.

Social Patterns

Patterns of social behavior such as a tendency to establish norms of behavior within any culture or group.

First Principles

Foundational principles that are broadly applicable to a great number of problems.
Overview: Pattern
Function
Value
Patterns are intended to avoid wasting resources solving problems that already have an effective and well accepted solution.
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Thinking

This is the complete list of articles we have written about thinking.
Abductive Reasoning
Abstract Thinking
Abstraction
Aesthetics
Analogy
Analysis Paralysis
Analytical Thinking
Anomie
Argument
Argument From Silence
Arrow Of Time
Assertions
Automaticity
Backward Induction
Base Rate Fallacy
Benefit Of Doubt
Big Picture
Brainstorming
Call To Action
Catch 22
Causality
Choice Architecture
Circular Reasoning
Cognition
Cognitive Abilities
Cognitive Biases
Cold Logic
Collective Intelligence
Complexity Bias
Concept
Consciousness
Constructive Criticism
Convergent Thinking
Counterfactual Thinking
Creative Tension
Creeping Normality
Critical Thinking
Culture
Curse Of Knowledge
Decision Fatigue
Decision Framing
Decision Making
Defensive Pessimism
Design Thinking
Divergent Thinking
Educated Guess
Emotional Intelligence
Epic Meaning
Essential Complexity
Excluded Middle
Failure Of Imagination
Fallacies
Fallacy Fallacy
False Analogy
False Balance
False Dichotomy
False Equivalence
First Principles
Formal Logic
Four Causes
Fuzzy Logic
Gambler's Fallacy
Generalization
Golden Hammer
Good Judgement
Grey Area
Groupthink
Heuristics
Hindsight Bias
Hope
Idealism
Ideas
If-By-Whiskey
Illogical Success
Imagination
Independent Thinking
Inductive Reasoning
Inference
Influencing
Informal Logic
Information
Information Cascade
Introspection
Intuition
Inventive Step
Learning
Lifestyle
Logic
Logical Argument
Logical Thinking
Ludic Fallacy
Magical Thinking
Meaning
Mental Experiences
Mental State
Mindset
Misuse of Statistics
Motivated Reasoning
Natural Language
Nirvana Fallacy
Norms
Not Even Wrong
Objective Reason
Objectivity
Opinion
Overthinking
Perception
Personal Values
Perspective
Positive Thinking
Practical Thinking
Pragmatism
Premise
Problem Solving
Proof By Example
Propositional Logic
Prosecutor's Fallacy
Radical Chic
Rational Thought
Realism
Reality
Reason
Reasoning
Red Herring
Reflective Thinking
Reification
Relativism
Salience
Scarcity Mindset
Scientism
Selective Attention
Serendipity
Situational Awareness
Sour Grapes
State Of Mind
Storytelling
Subjectivity
Systems Thinking
Thinking
Thought Experiment
Unknown Unknowns
Visual Thinking
Want To Believe
Whataboutism
Win-Win Thinking
Wishful Thinking
Worldview
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Scientism

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