Pattern Form Contract

A Pattern is a node that names a recurring craft move — a process applied when a recognizable situation recurs in the graph. It carries a compact statement of the pattern (the Heart), the recurring difficulty it addresses (the Problem), the competing demands that make the difficulty hard (the Forces), the move that resolves those demands (the Solution), and the effects the move produces (the Consequences). Patterns are observed and named from practice; they are not prescribed.

A Pattern is not a Decision (which records a commitment made at a specific moment with revisit conditions), not a Contract Requirement (which states a structural rule the graph's forms enforce), not a Conviction (which records a held normative stance), and not a Gloss (which defines a term). A Decision says "we chose X at time T"; a Requirement says "X MUST hold, structurally"; a Conviction says "we hold that X ought to be the case"; a Pattern says "when you encounter situation X with forces Y, apply move Z — and here are its tradeoffs."

Requirements

Inherits Markdown Node Contract

Filename pattern

Enforces [[Name Patterns by Alexandrian Evocation]].

Identity predicate block

Enforces [[Reserve Predicate Vocabularies to Specific Forms]].

H1

Body: Heart

Enforces [[Require Heart Section at Pattern Card Scale]].

Body: Problem

Body: Forces

Enforces [[Require Forces Authenticity in Patterns]].

Body: Solution

Body: Consequences

Body: Instances

Body: Also Known As (Optional)

Relations section

Optional scalar metadata

Relations