# 06 — Information Architecture

**The Curiosity Lab**

Version: 0.1  
Status: Working Draft  
Path: `/research/domains/06-Information-Architecture.md`

---

## 1. Purpose

This document defines the sixth research domain for The Curiosity Lab: **information architecture**.

Its purpose is to establish how information should be organised, labelled, connected and experienced so that users can move from encounter to curiosity, from curiosity to connection, and from connection to understanding.

This paper bridges:

```text
research domains
   ↓
knowledge representation
   ↓
ontology
   ↓
experience patterns
   ↓
MVP design
```

The central concern is not simply whether information can be found.

The central concern is whether information environments can help users:

```text
notice
orient
ask
choose
traverse
connect
understand
continue
```

This document asks:

> **What kind of information architecture supports curiosity-oriented exploration without overwhelming, manipulating or disorienting the user?**

---

## 2. Current Status

This is a Version 0.1 working draft.

It is suitable for:

- defining IA principles for The Curiosity Lab;
- identifying candidate experience patterns;
- informing `/architecture/Ontology.md`;
- informing `/architecture/Experience-Patterns.md`;
- informing the MVP backlog;
- preparing for `/research/domains/07-Patterns-Across-Disciplines.md`.

It is not yet suitable for:

- final IA specification;
- production UX design;
- validated navigation patterns;
- full interaction model;
- claims about user outcomes.

Current confidence: **Moderate**

Reason:

- Information architecture, exploratory search, sensemaking and information foraging provide relevant evidence.
- The previous domain papers have created clear IA requirements.
- The exact curiosity-oriented IA model remains unvalidated.
- There is a risk of over-linking, over-mapping and over-designing.
- MVP testing is required.

---

## 3. Domain Question

The domain question is:

> **How should information be structured so that users can follow meaningful curiosity journeys?**

Supporting questions:

1. How does IA differ from ontology and knowledge representation?
2. How does curiosity-oriented IA differ from conventional findability?
3. How should users enter a knowledge environment?
4. How should users know where they are?
5. How should users choose where to go next?
6. How should connections be labelled?
7. How much structure should be visible?
8. When should the system reveal complexity?
9. How should search, browsing and guided journeys interact?
10. How can IA support sensemaking rather than only navigation?

---

## 4. Working Definitions

---

### 4.1 Information Architecture

Information architecture is the organisation, structuring and labelling of information environments so that people can find, understand and use information.

For The Curiosity Lab, this definition is extended:

> **Information architecture is the design of meaningful pathways through knowledge.**

This means IA is not only about locating information.

It is also about helping the user understand why one thing leads to another.

---

### 4.2 Organisation

Organisation concerns how information is grouped, ordered and structured.

Examples:

```text
topic hierarchy
timeline
map
network
taxonomy
journey
collection
theme
pattern
```

For The Curiosity Lab, organisation must support both clarity and discovery.

---

### 4.3 Labelling

Labelling concerns the words used to describe categories, relationships, actions and pathways.

Examples:

```text
Related
Caused by
Contrasts with
Reveals
Opens a question about
Similar pattern
```

Labels are not cosmetic.

Labels shape meaning.

---

### 4.4 Navigation

Navigation concerns how users move through an information environment.

Examples:

```text
menu
breadcrumb
link
map
card
timeline
next step
return path
```

For The Curiosity Lab, navigation must support exploration without producing disorientation.

---

### 4.5 Search

Search is a way of expressing an information need.

However, curiosity may begin before the user has a precise query.

The system must support both:

```text
direct search
exploratory search
guided discovery
question-led navigation
```

---

### 4.6 Path

A path is a sequence of information encounters.

A path may be:

```text
linear
branching
guided
user-generated
question-led
object-led
narrative
exploratory
```

In The Curiosity Lab, paths should help users move toward meaningful connection.

---

### 4.7 Doorway

A doorway is a labelled transition from one information element to another.

It is more than a link.

A doorway explains why the next step matters.

Example:

```text
This coin opens a doorway into imperial authority because its imagery carried power across distance.
```

---

### 4.8 Information Scent

Information scent is the set of cues that helps users estimate whether a path is worth following.

For The Curiosity Lab, scent may come from:

```text
label
preview
question
image
relationship type
source cue
confidence cue
expected payoff
```

---

### 4.9 Sensemaking

Sensemaking is the process of gathering, organising, restructuring and interpreting information into a coherent understanding.

The Curiosity Lab should support sensemaking, not just movement.

---

## 5. Core Distinctions

---

### 5.1 Information Architecture vs Knowledge Representation

Knowledge representation defines what the system can represent internally.

Information architecture defines how the user experiences and navigates those structures.

```text
Knowledge Representation:
Object raises_question Question.

Information Architecture:
A user sees a card asking:
"What question does this object open?"
```

Design implication:

```text
The ontology should support IA, but IA should not simply expose the ontology.
```

---

### 5.2 Information Architecture vs User Interface

The user interface is the visible interaction surface.

Information architecture is the underlying structure that makes navigation and meaning possible.

A beautiful interface can still have weak IA.

A plain interface can still have strong IA.

Design implication:

```text
First design the structure of meaning, then design the surface.
```

---

### 5.3 Findability vs Curiosity

Conventional IA often optimises findability.

The Curiosity Lab also needs findability, but it is not the final goal.

A user may not yet know what they want to find.

Curiosity-oriented IA should help users discover what is worth asking.

Design implication:

```text
Support finding, but also support question formation.
```

---

### 5.4 Link vs Relationship

A link connects two pieces of content.

A relationship explains why they are connected.

Example:

```text
Weak:
Related article

Stronger:
This connects to trade because coin distribution reveals movement across the empire.
```

Design implication:

```text
Every important link should be treated as a relationship with meaning.
```

---

### 5.5 Browsing vs Exploration

Browsing may be casual movement.

Exploration involves evolving interest, question formation and sensemaking.

The Curiosity Lab should not equate page-to-page movement with meaningful exploration.

Design implication:

```text
Measure whether movement changes questions, explanations or connections.
```

---

### 5.6 More Choices vs Better Choices

More links may create more freedom.

They may also create overload.

Curiosity-oriented IA should present a manageable set of meaningful options.

Design implication:

```text
Curate high-value doorways rather than expose every possible connection.
```

---

### 5.7 Map vs Journey

A map shows possible structure.

A journey provides direction through structure.

Both may be useful.

Neither should replace the other.

Design implication:

```text
Use maps for orientation and journeys for progression.
```

---

## 6. Major Theoretical Strands

---

## 6.1 Information Architecture as Organisation, Labelling, Navigation and Search

Rosenfeld, Morville and Arango describe IA in terms of core systems such as organisation, labelling, navigation and search.

This is directly useful because The Curiosity Lab needs all four.

However, the programme’s distinctive contribution is to apply those systems to curiosity and meaning.

For The Curiosity Lab:

```text
organisation
   supports coherent knowledge structures

labelling
   explains why connections matter

navigation
   supports curiosity journeys

search
   supports direct and exploratory inquiry
```

### Implication for The Curiosity Lab

The platform should not rely only on generated content.

It needs designed structures.

### Design principle

> **Curiosity requires organised pathways, meaningful labels and recoverable navigation.**

### Architecture implication

Potential IA structures:

```text
OrganisationSystem
LabellingSystem
NavigationSystem
SearchSystem
RelationshipLabel
JourneyStructure
```

### MVP implication

Define relationship labels and doorway patterns before building a large content corpus.

### Confidence

Moderate.

The IA framework is highly relevant, though practitioner-oriented.

---

## 6.2 Exploratory Search: From Finding to Understanding

Marchionini distinguishes exploratory search from simple lookup.

Exploratory search is relevant when users are learning, investigating or forming an understanding.

This fits The Curiosity Lab because users may begin with:

```text
a vague interest
a surprising object
an image
a question
a half-known topic
```

They may not know the right query yet.

### Implication for The Curiosity Lab

The system should support evolving information needs.

Users should be able to move between:

```text
search
browse
question
guided path
map
reflection
```

### Design principle

> **Curiosity-oriented IA should support users whose questions are still forming.**

### Architecture implication

Potential entities:

```text
ExploratoryPath
EvolvingQuestion
Waypoint
Branch
ReturnPath
SearchSession
```

Potential relationships:

```text
refines_question
branches_to
returns_to
supports_understanding
```

### MVP implication

Compare a direct answer page with a guided exploratory path that helps users form a better question.

### Confidence

High for exploratory search relevance.

Moderate for exact MVP implementation.

---

## 6.3 Berrypicking and Evolving Information Needs

Bates’s berrypicking model is important because it challenges the idea that information seeking is a single query followed by retrieval.

Instead, users often gather information bit by bit.

Their questions evolve as they encounter new material.

This is highly relevant to curiosity journeys.

A user might begin with:

```text
What is this coin?
```

then move to:

```text
Why is the emperor shown?
How did coins travel?
What did people trust?
How did empire communicate?
Where else does this pattern appear?
```

The question changes because the user learns.

### Implication for The Curiosity Lab

The system should preserve and support evolving trails.

A curiosity journey is not failure because it changes direction.

It may be successful precisely because the user’s question improved.

### Design principle

> **A curiosity journey should allow the user’s question to evolve.**

### Architecture implication

Potential entities:

```text
QuestionTrail
QueryShift
Encounter
CollectedFragment
EvolvingInterest
```

Potential relationships:

```text
evolves_into
collected_from
changes_direction_to
```

### MVP implication

Track whether users refine or deepen their questions during a journey.

### Confidence

Moderate to High.

Strong relevance, but the first MVP should keep this simple.

---

## 6.4 Information Foraging and Information Scent

Pirolli and Card’s information foraging theory treats information seeking partly through the lens of cost, value and cues.

Users follow signals that suggest where useful information may be found.

This is relevant because curiosity-oriented IA must signal the value of possible next steps.

A doorway needs scent.

Weak scent:

```text
More
Related
Next
```

Stronger scent:

```text
Why this coin mattered politically
How trade moved objects across the empire
A modern parallel: passports and trust
```

### Implication for The Curiosity Lab

Doorways should communicate expected value.

Users should know why a path is worth taking.

### Design principle

> **A doorway should signal the curiosity value of the next step.**

### Architecture implication

Potential attributes:

```text
information_scent
expected_value
effort_cost
complexity_level
doorway_label
preview
```

### MVP implication

Compare generic links with labelled doorways that make value explicit.

### Confidence

High for information scent relevance.

Moderate for scoring scent in the MVP.

---

## 6.5 Sensemaking and the Cost of Coherence

Russell, Stefik, Pirolli and Card describe sensemaking as involving costs of gathering, representing and restructuring information.

This matters because curiosity journeys generate fragments.

The system should help users turn fragments into coherence.

A curiosity path might include:

```text
object
date
symbol
place
event
trade route
political system
modern analogy
```

Without support, this becomes clutter.

With sensemaking support, it becomes understanding.

### Implication for The Curiosity Lab

The system needs sensemaking aids:

```text
trail
summary
map segment
relationship labels
reflection prompt
return-to-object step
```

### Design principle

> **Curiosity journeys should reduce the cost of turning fragments into coherence.**

### Architecture implication

Potential entities:

```text
SensemakingTrail
Fragment
Summary
MapSegment
Reflection
Reframe
```

Potential relationships:

```text
organises
summarises
integrates
supports_reflection
```

### MVP implication

Test whether a visible journey trail improves explanation quality and orientation.

### Confidence

High for sensemaking relevance.

Moderate for exact interface pattern.

---

## 6.6 Progressive Disclosure and Cognitive Load

Cognitive load theory cautions that too much complexity can impair learning.

This is critical for The Curiosity Lab because the project naturally tends toward graphs, connections and cross-domain patterns.

A connected knowledge system can become overwhelming.

The problem is not only:

```text
Can the system show connections?
```

The better question is:

```text
When should each connection be revealed?
```

### Implication for The Curiosity Lab

The IA should reveal complexity progressively.

Do not show the whole graph too early.

Present a small number of meaningful doorways.

Allow deeper structure to unfold as the user chooses.

### Design principle

> **Reveal complexity only when it helps the user continue or understand.**

### Architecture implication

Potential entities:

```text
ProgressiveDisclosureStep
ComplexityLevel
ChoiceSet
Scaffold
CognitiveLoadSignal
```

Potential relationships:

```text
reveals_progressively
limits_choice
reduces_load
scaffolds
```

### MVP implication

Compare full graph exposure with curated progressive doorways.

### Confidence

High for load constraint.

Moderate for curiosity-specific balance.

---

## 6.7 Wayfinding and Orientation

Information environments require orientation.

Users need to know:

```text
Where am I?
How did I get here?
Why am I seeing this?
Where can I go next?
Can I return?
What have I learned?
```

Curiosity does not eliminate the need for orientation.

In fact, exploratory environments may require stronger orientation support because paths are less predictable.

### Implication for The Curiosity Lab

The platform should include orientation structures:

```text
breadcrumb
journey trail
current question
current object
current frame
map segment
return path
```

### Design principle

> **Exploration requires orientation; curiosity should not feel like being lost.**

### Architecture implication

Potential entities:

```text
LocationInJourney
Breadcrumb
CurrentQuestion
CurrentFrame
ReturnPoint
JourneyHistory
```

### MVP implication

Test whether journey trails improve user confidence and continuation.

### Confidence

Moderate.

Strong IA principle; needs MVP validation.

---

## 6.8 Relationship Labelling

The previous domain papers repeatedly point to relationship labels as a core IA element.

A relationship label is not only a technical property.

It is the user’s explanation of why a connection matters.

Example labels:

```text
caused_by
led_to
reveals
contrasts_with
is_analogous_to
modern_parallel
raises_question_about
is_evidence_for
```

In user-facing form, these may become natural language:

```text
Reveals how power travelled
Shows a similar pattern
Raises a question about trust
Contrasts with modern borders
```

### Implication for The Curiosity Lab

Relationship labels should be designed, tested and governed.

They are central to the IA.

### Design principle

> **Meaningful relationship labels are the grammar of curiosity-oriented IA.**

### Architecture implication

Potential structures:

```text
RelationshipType
SystemLabel
UserLabel
Explanation
Evidence
Confidence
Example
```

### MVP implication

Test multiple label styles for the same underlying relationship.

### Confidence

Moderate to High.

The pattern is strongly supported across previous papers, but exact taxonomy remains open.

---

## 6.9 Guided Paths vs Open Graphs

The Curiosity Lab is likely to use graph structures internally.

However, user-facing experience should not default to an open graph.

Open graphs may be useful for expert users, researchers or advanced exploration.

Novice users may benefit more from curated paths.

A useful distinction:

```text
Graph:
the field of possible meaningful connections

Path:
a guided route through selected connections

Doorway:
a labelled invitation to move from one point to another

Map:
a visible orientation aid
```

### Implication for The Curiosity Lab

The system should design paths through the graph rather than simply expose the graph.

### Design principle

> **The graph supports the system; the path supports the user.**

### Architecture implication

Potential entities:

```text
Graph
Path
Doorway
MapSegment
Waypoint
ChoicePoint
```

### MVP implication

Compare graph-like browsing with curated doorway-based journeys.

### Confidence

Moderate.

Strong design logic; requires testing.

---

## 6.10 Search, Browse and Guide as Complementary Modes

The platform should not choose between search, browsing and guided journeys.

Each mode supports a different user state.

```text
Search:
I know what I want.

Browse:
I am open to discovery.

Guide:
Help me understand why this matters.
```

A curiosity-oriented system should allow movement between these modes.

A user might start with an object, browse connections, ask a question, then enter a guided path.

### Implication for The Curiosity Lab

The IA should support mode transitions.

### Design principle

> **Curiosity-oriented IA should let users move between search, browsing and guided exploration.**

### Architecture implication

Potential entities:

```text
Mode
SearchMode
BrowseMode
GuideMode
ModeTransition
```

Potential relationships:

```text
transitions_to
supports
initiates
```

### MVP implication

Start with guided journeys and simple doorway browsing; defer full search until content volume justifies it.

### Confidence

Moderate.

---

## 7. Working Model: Curiosity-Oriented IA

The current working model is:

```text
Entry Point
   ↓
Orientation
   ↓
Curiosity Prompt
   ↓
Doorway Choice
   ↓
Meaningful Connection
   ↓
Sensemaking Support
   ↓
Reflection
   ↓
Continuation / Return
```

This model says that curiosity-oriented IA must solve seven practical problems:

```text
How does the user enter?
How do they know where they are?
What makes them curious?
How do they choose where to go?
Why does the connection matter?
How do they integrate what they find?
What invites continuation?
```

---

## 8. Relationship to the Curiosity Cycle

The Curiosity Cycle is:

```text
Observation
   ↓
Curiosity
   ↓
Connection
   ↓
Understanding
   ↓
Wonder
   ↓
Renewed Observation
```

Information architecture supports the transitions.

| Cycle Stage | IA Requirement |
|---|---|
| Observation | entry point, guided noticing, object framing |
| Curiosity | prompt, gap, question, tension |
| Connection | labelled doorway, relationship explanation |
| Understanding | trail, summary, map, reflection |
| Wonder | open question, next doorway, unresolved remainder |
| Renewed Observation | return path, changed frame, new entry point |

---

## 9. Design Principles

The following principles are provisional.

---

### IA-001 — Design pathways, not just pages

The unit of experience should be the journey, not the isolated content item.

---

### IA-002 — Use doorways instead of generic links

A doorway should explain why the user might move from one item to another.

---

### IA-003 — Make relationship labels meaningful

Labels should communicate relationship type and significance.

---

### IA-004 — Support evolving questions

Users should be able to refine, deepen or change their questions as they learn.

---

### IA-005 — Reveal complexity progressively

Do not expose all possible connections at once.

---

### IA-006 — Preserve orientation

Users should know where they are, how they arrived and where they can return.

---

### IA-007 — Support sensemaking

The architecture should help users integrate fragments into coherent understanding.

---

### IA-008 — Balance guidance and agency

The system should guide without forcing a single route.

---

### IA-009 — Separate internal graph from user-facing experience

The graph may power the experience, but the user should see meaningful paths, not raw structure.

---

### IA-010 — Measure understanding, not only movement

Clicks and path length are insufficient.

The system should measure whether users form better questions, explanations and connections.

---

## 10. Architecture Implications

Information architecture suggests the following structures for `/architecture/Ontology.md` and `/architecture/Experience-Patterns.md`.

---

### 10.1 Candidate Entities

```text
EntryPoint
Orientation
CuriosityPrompt
Doorway
Path
Waypoint
ChoicePoint
RelationshipLabel
InformationScent
ExploratoryPath
QuestionTrail
SensemakingTrail
MapSegment
Breadcrumb
ReturnPath
Reflection
ContinuationPrompt
Mode
```

---

### 10.2 Candidate Relationships

```text
starts_at
orients_to
raises_question
opens_doorway_to
branches_to
returns_to
labels_relationship
signals_value
refines_question
supports_sensemaking
summarises
invites_reflection
continues_to
```

---

### 10.3 Candidate Attributes

```text
entry_type
doorway_strength
label_type
information_scent
expected_value
complexity_level
prior_knowledge_required
orientation_level
choice_count
confidence_level
evidence_category
user_facing_label
system_relationship_type
```

---

## 11. MVP Implications

The Information Architecture domain suggests several MVP experiments.

---

### EXP-IA-001 — Generic Link vs Doorway

Research question:

> Does a meaningful doorway label increase curiosity and understanding compared with a generic link?

Variants:

```text
A: Related
B: Reveals how power travelled
C: Opens a question about trust
```

Measures:

- click-through;
- relationship recall;
- explanation quality;
- self-reported curiosity;
- trust.

---

### EXP-IA-002 — Curated Doorways vs Full Graph

Research question:

> Does a small curated set of doorways outperform a larger visible graph?

Variants:

```text
A: many visible connections
B: three curated doorways
```

Measures:

- continuation;
- perceived overload;
- choice confidence;
- explanation quality;
- relationship recall.

---

### EXP-IA-003 — Journey Trail

Research question:

> Does showing users their path improve orientation and understanding?

Variants:

```text
A: no trail
B: visible journey trail
```

Measures:

- orientation confidence;
- ability to summarise journey;
- return behaviour;
- continuation;
- cognitive load.

---

### EXP-IA-004 — Question-Led Entry vs Topic-Led Entry

Research question:

> Does beginning with a question increase curiosity compared with beginning with a topic label?

Variants:

```text
A: Roman coinage
B: How did a coin carry power across an empire?
```

Measures:

- continuation;
- question generation;
- recall;
- explanation quality;
- perceived purpose.

---

### EXP-IA-005 — Progressive Disclosure

Research question:

> Does revealing connections progressively improve understanding compared with showing many options at once?

Variants:

```text
A: all connections visible
B: staged reveal of connections
```

Measures:

- overload;
- continuation;
- relationship recall;
- explanation quality.

---

### EXP-IA-006 — Sensemaking Summary

Research question:

> Does a short summary after several nodes improve understanding?

Variants:

```text
A: no summary
B: generated / authored sensemaking summary
```

Measures:

- explanation coherence;
- confidence;
- recall;
- continuation;
- reflection quality.

---

## 12. Measurement Candidates

Information architecture should be evaluated by whether it supports meaningful movement.

Possible behavioural indicators:

```text
chooses a doorway
continues after explanation
returns to previous object
refines a question
opens map / trail
follows labelled relationship
chooses deeper path
submits reflection
```

Possible meaning indicators:

```text
can explain why two things are connected
can recall relationship label
can summarise journey
can identify current question
can ask a better follow-up question
can transfer pattern to another case
```

Possible negative indicators:

```text
rapid backtracking
choice paralysis
low confidence
high confusion
generic clicking
failure to explain connection
```

Possible self-report prompts:

```text
I understood why this connection was offered.
I knew where I was in the journey.
I wanted to follow another doorway.
I felt overwhelmed by the number of options.
This helped me ask a better question.
```

---

## 13. Implications for The Curiosity Lab Hypothesis

Current hypothesis:

> **Meaningful curiosity emerges when knowledge is experienced as an interconnected network rather than as isolated information.**

Information architecture refines this hypothesis.

A better version is:

> **Meaningful curiosity is more likely when users encounter a structured sequence of labelled, intelligible and choice-sensitive connections that support orientation, sensemaking and continuation.**

This matters because it avoids the weak assumption:

```text
more connections = more curiosity
```

The stronger claim is:

```text
better structured connections may support curiosity.
```

Current confidence: **Moderate**

---

## 14. Known Weaknesses

This document has the following weaknesses:

1. It relies heavily on IA, HCI and information-seeking literature but has not yet tested curiosity-specific IA.
2. It does not yet define a final relationship label taxonomy.
3. It does not yet distinguish all user types.
4. It assumes users want exploratory journeys some of the time, but many may prefer direct answers.
5. It may underrepresent accessibility and inclusive design.
6. It does not yet include enough research on recommender systems.
7. It does not yet include enough sources on digital wayfinding.
8. It does not yet define the visual design of maps or trails.
9. It risks over-structuring curiosity.
10. No MVP validation exists.

---

## 15. Contradictions and Cautions

---

### 15.1 Curiosity is not always served by exploration

Sometimes the right answer is a direct answer.

The platform should not force exploration when the user wants retrieval.

---

### 15.2 More links can reduce meaning

Excessive connections may create overload.

---

### 15.3 Labels can mislead

A relationship label can overstate causality, certainty or relevance.

Labels need governance.

---

### 15.4 Guided paths can become controlling

Guidance supports sensemaking, but too much guidance can reduce agency.

---

### 15.5 Maps can overwhelm

A map may orient some users and confuse others.

---

### 15.6 Search must not be neglected

Exploration is important, but users still need ways to find specific things.

---

## 16. Research Debt

| ID | Debt | Priority | Status |
|---|---|---:|---|
| RD-IA-001 | Register Marchionini as a full Research Register entry. | High | Open |
| RD-IA-002 | Register Bates berrypicking model. | High | Open |
| RD-IA-003 | Register Pirolli & Card information foraging. | High | Open |
| RD-IA-004 | Register Russell et al. sensemaking. | High | Open |
| RD-IA-005 | Register Rosenfeld, Morville & Arango. | Medium | Open |
| RD-IA-006 | Add sources on wayfinding in digital environments. | Medium | Open |
| RD-IA-007 | Add accessibility and inclusive design sources. | High | Open |
| RD-IA-008 | Add sources on recommender systems and serendipity. | Medium | Open |
| RD-IA-009 | Define relationship label taxonomy. | High | Open |
| RD-IA-010 | Define doorway scoring criteria. | High | Open |
| RD-IA-011 | Define orientation patterns. | Medium | Open |
| RD-IA-012 | Test generic links vs doorways. | High | Open |
| RD-IA-013 | Test curated doorways vs full graph. | High | Open |
| RD-IA-014 | Translate candidate entities into Ontology.md. | High | Open |
| RD-IA-015 | Translate patterns into Experience-Patterns.md. | High | Open |

---

## 17. Register Entries to Create or Expand

Minimum entries:

```text
RR-IA-0001 — Marchionini (2006), Exploratory Search
RR-IA-0002 — Bates (1989), Berrypicking Model
RR-IA-0003 — Pirolli & Card (1999), Information Foraging
RR-IA-0004 — Russell, Stefik, Pirolli & Card (1993), Sensemaking
RR-IA-0005 — Rosenfeld, Morville & Arango (2015), Information Architecture
RR-IA-0006 — Sweller (1988), Cognitive Load
```

Additional entries to consider:

```text
Morville — Ambient Findability
Spencer — Card Sorting / IA practice
Nielsen Norman Group — information scent and UX practice
Wilson — information behaviour
Kuhlthau — information search process
```

---

## 18. Immediate Architecture Promotions

The following items should be considered for `/architecture/Ontology.md`.

### Candidate Entities

```text
EntryPoint
Doorway
Path
Waypoint
ChoicePoint
RelationshipLabel
InformationScent
QuestionTrail
SensemakingTrail
MapSegment
Breadcrumb
ReturnPath
Reflection
Mode
```

### Candidate Relationships

```text
starts_at
opens_doorway_to
branches_to
returns_to
labels_relationship
signals_value
refines_question
supports_sensemaking
invites_reflection
continues_to
```

### Candidate Attributes

```text
doorway_strength
label_type
information_scent
expected_value
complexity_level
orientation_level
choice_count
user_facing_label
system_relationship_type
```

Status: **Provisional**

---

## 19. Immediate Pattern Promotions

The following items should be considered for `/architecture/Pattern-Catalogue.md`.

```text
Doorway Instead of Link
Question-Led Entry
Curated Doorways
Progressive Disclosure
Journey Trail
Map Segment
Return to Object
Relationship Label
Sensemaking Summary
Search-Browse-Guide Modes
```

Status: **Emerging**

---

## 20. Immediate MVP Promotions

The following items should be considered for `/mvp/Experiments.md`.

```text
EXP-IA-001 — Generic Link vs Doorway
EXP-IA-002 — Curated Doorways vs Full Graph
EXP-IA-003 — Journey Trail
EXP-IA-004 — Question-Led Entry vs Topic-Led Entry
EXP-IA-005 — Progressive Disclosure
EXP-IA-006 — Sensemaking Summary
```

Status: **Candidate**

---

## 21. Relationship to Previous Domain Papers

---

### Relationship to 01-Curiosity.md

Information architecture turns curiosity concepts into traversable structures:

```text
Knowledge Gap
Question
Doorway
Continuation
```

---

### Relationship to 02-Knowledge-and-Meaning.md

Information architecture supports meaning through:

```text
relationship labels
sensemaking trails
surface-to-structure movement
transfer paths
```

---

### Relationship to 03-Narrative.md

Information architecture can use narrative as one form of guided path:

```text
event
tension
cause
consequence
unresolved question
```

---

### Relationship to 04-Museum-Interpretation.md

Information architecture supports object-led interpretation through:

```text
guided observation
interpretive doorway
context layering
return to object
```

---

### Relationship to 05-Knowledge-Representation.md

Information architecture exposes selected parts of the internal representation through user-facing structures:

```text
doorways
labels
paths
maps
prompts
trails
```

---

## 22. Provisional Conclusion

Information architecture is the discipline that turns connected knowledge into navigable experience.

The strongest conclusion of this document is:

> **The Curiosity Lab should not simply connect information. It should design meaningful, labelled, progressively revealed pathways that help users orient, choose, connect and make sense.**

The key warning is:

> **More connections do not automatically create more curiosity.**

A curiosity-oriented information architecture should help the user move through:

```text
entry
   ↓
orientation
   ↓
question
   ↓
doorway
   ↓
connection
   ↓
sensemaking
   ↓
reflection
   ↓
continuation
```

Current confidence: **Moderate**

---

## 23. References

Bates, M. J. (1989). The design of browsing and berrypicking techniques for the online search interface. *Online Review*, 13(5), 407–424. https://doi.org/10.1108/eb024320

Marchionini, G. (2006). Exploratory search: From finding to understanding. *Communications of the ACM*, 49(4), 41–46. https://doi.org/10.1145/1121949.1121979

Pirolli, P., & Card, S. K. (1999). Information foraging. *Psychological Review*, 106(4), 643–675. https://doi.org/10.1037/0033-295X.106.4.643

Rosenfeld, L., Morville, P., & Arango, J. (2015). *Information Architecture: For the Web and Beyond* (4th ed.). O’Reilly Media.

Russell, D. M., Stefik, M. J., Pirolli, P., & Card, S. K. (1993). The cost structure of sensemaking. *Proceedings of INTERCHI '93*, 269–276. https://doi.org/10.1145/169059.169209

Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. *Cognitive Science*, 12(2), 257–285. https://doi.org/10.1207/s15516709cog1202_4

---

## 24. Next Action

Do not produce `07-Patterns-Across-Disciplines.md` immediately unless the programme intentionally accepts a synthesis pass.

The stronger next artefacts are:

```text
/architecture/Ontology.md
/architecture/Experience-Patterns.md
/architecture/Pattern-Catalogue.md
```

Recommended next file:

```text
/architecture/Ontology.md
```

Reason:

The first six domain papers have now generated enough candidate entities, relationships and attributes to justify a provisional ontology.
