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The five-minute mental model

Pursuits, Sprints, Experience Suites, Practice Modes, Attempts, evidence, and story—without overlapping vocabulary.

Product objects

Pursuit

A Pursuit is a shared community and domain: Darts, Chess, Memory Training, Geometry Dash, or another coherent thing people pursue. It is not one member's goal or a folder of content.

Sprint

A Sprint is one member's focused goal inside a Pursuit. It may be the next short-term goal in lifelong mastery or the entire story for a creator's one-off challenge. A Sprint references a Practice Mode and a verifiable finish line; ordinary practice does not require one.

Experience Suite

An Experience Suite is a member-facing convention for a coherent collection of Practice Modes and creator presentation. It is delivered by a Library listing and one primary immutable package release. It is not another persisted aggregate or install wizard.

Practice Mode

A Practice Mode is a reusable protocol that knows how one kind of practice works. Around the Clock, Puzzle Rush, a split segment drill, and a reaction-time test are Practice Modes.

Attempt

An Attempt is one atomic execution of a Practice Mode. A completed Attempt is terminal by itself. Never create a hidden requirement to stop a board, session, or practice container after it completes.

Measurement and progression

A Measurement is one typed result from an Attempt. An immutable Progression Definition maps comparable evidence to a rank ladder. The member's current progression projection can be rebuilt; the Attempts remain the source of truth.

Story Event

A Story Event is a verified semantic fact emitted after activity commit: personal best, rank gained, target cleared, comeback begun, or match won. Overlays, narration, capture anchoring, and Content Studio consume these facts without gaining gameplay authority.

Execution model

Package release (immutable)
  activity description

  initialize Attempt

  command or exact observation

  deterministic transition
      ├─ next package state
      ├─ Measurements
      ├─ terminal outcome
      └─ semantic effects
             ↓ commit first
        Story Events / overlay / narration / media anchors

Derived consumers may fail without losing the authoritative Attempt. Package execution never waits for an overlay, audio provider, recorder, editorial job, or another non-authoritative consumer.

Two input paths, one rule path

Manual and automatic input should converge before domain logic:

portable player command ─────┐
                             ├─ normalized package action → reducer
Station exact observation ───┘

If both represent the same real action, they must create the same state, Measurements, completion, progression evidence, Story Events, and presentation.

Package, Domain Kit, connector

ArtifactWhen it existsAuthority
Packageinstalled immutable runtime experiencedeterministic package boundary only
Domain Kitcompiled into a package at build timenone; pure rules, schemas, UI, fixtures
Connectorseparately approved local sidecarexact narrow grants supplied by Station

A Chess Domain Kit might contain board rules and reusable components. A Chess package uses it to build Puzzle Rush. A browser connector observes Chess.com. The member installs the Chess Experience Suite, not a generic kit and a pile of configuration.

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