Modeling — Capability Architecture

Making the invisible visible through guided conversation and visual modeling
Status: Architecture defined, Object Modeler deployed, core skills in design
Repos: object-modeler
Design doc: modeling-capability-architecture.md
↗ Live app: object-modeler.vercel.app
Source Frameworks
Core Skills
Model Types & Tools
Modeling
The Workbench guides people through describing a problem, surfacing its parts and relationships through conversation, and building visual models they can see, react to, and refine. Rather than one monolithic agent, modeling is composed of independent, testable core skills.
Source Frameworks
Clear Models Framework
Elmendorf / TUG — A tested workshop process for making the complex clear. Models are for play, not permanence. Value is in the doing.
Model Program Intent Audience Aspects Abstraction Considerations Context Priming Critique
OO Analysis / Clean Questioning
TUG — Surfacing parts and relationships using clean language questions designed to minimize the questioner's contamination.
Clean Questions Model Primitives Things Has-A Is-A-Kind-Of Named Relationships Actors/Roles Boundaries
frameworks inform ↓
Core Skills — Independent, Composable
Clean Questioning
Conversational skill using clean language to surface parts and relationships without contaminating the person's understanding.
Echo/parrot Deepening Broadening Vocab conflicts
Model Program Facilitation
Framing skill that scopes what to model before starting. Intent → Audience → Aspects → Abstraction as natural conversation.
Intent Audience Aspects Drift detection
Visual Model Rendering
Renders parts and relationships as simple, intentionally provisional visual primitives. Updates incrementally as conversation progresses.
Boxes/shapes Containment Hierarchies Incremental
skills compose into ↓
Modeling Session Flow
1. Frame (Model Program) 2. Question (Clean Language) 3. Render (Visual) 4. React & Correct 5. Continue & Refine
Model Types
Object Models
Entities, attributes, relationships, hierarchies
Journey Maps
Temporal sequences, touchpoints, experience
Stakeholder Maps
Actor networks, interests, power dynamics
Org Models
Authority, responsibility, information flow
Design Principles
Models are for play. Everything rendered should invite interaction, not shut it down.
Intent before method. Always establish what you're trying to understand first.
Limit aspects for clarity. Fewer dimensions = clearer model. More aspects go in separate models.
The person's language is truth. Use their words. Surface vocabulary conflicts rather than imposing consistency.
Untitleable = too much. If you can't title the model, it's trying to do too many things.
Making visible is the point. The value isn't the artifact — it's the understanding from making it.
Active Tools

UOM Tool — Visual Object Modeling

A visual object modeling tool for Information Architecture. UML-standard notation with classes, attributes, and relationships (Has-A, Is-A). Fork-and-panel views, schema definitions, multiple model presets. 18 commits, actively deployed.

Open live tool ↗
Cross-cutting: Clean Questioning serves Library (Reference Diagnostic), Research Facilitation, and any inquiry context · Model Program Facilitation informs the Guide and Library Organizer · Visual Rendering supports Wayfinding and Communication · Agency Dial defaults toward Scaffold — the value of modeling is in the cognitive work