Personal OS Ontology
With classifier-style groupings that support natural language phrasing.
π Motivationalβ
βWhy?β β entities that define what you move toward or away from
Aspirationalβ
Entities representing desired outcomes you aim to realize
- Dream β an idealized or emotionally charged vision
- Desire β an emotionally felt inclination toward something you want to obtain or experience
- Goal β a specific, desired outcome
- Competence-Level β a target internal capability or skill level treated as a goal
- Milestone β a significant checkpoint or completion marker on the path to a goal
- Target β a predefined value or condition that must be reached
βA Dream is an Aspirational entity, and any Aspirational entity is a Motivational entity.β
Aversiveβ
Entities representing negative outcomes you seek to avoid
- Nightmare β a vivid, emotionally charged vision of an unwanted future
- Fear β an emotionally charged anticipation of danger or failure
- Risk β a specific negative potential outcome
π§© Related Concepts (Not Classes)β
Concept | Description |
---|---|
Purpose | An identity-linked directional value or commitment. Best represented as a property or note attached to an Agentive entity (e.g., a Person). |
Achievement | A goal that has been attained. Represented as a Goal with status: done . |
Consequence | A realized Risk . Not a class, but useful in retrospective/review contexts. |
Vision | A contextual or narrative tool, often part of a Dream or Goal. |
Pain | A remembered or experienced state. Tracked in journals, not modeled as a class. |
Emotion / Feeling | Affective states that are not directionally useful. Better represented as tags or part of journal/reflection entries. |
π Operationalβ
βHow?β β entities that structure, repeat, or execute goal-directed behavior
Strategicβ
Orchestrating + Occurring β entities that structure behavior toward a defined end
- Project β a structured initiative coordinating tasks to achieve a goal
- Mission
- Plan β a roadmap that defines steps toward a future outcome
- Course β a structured program of sequential learning activities with a defined end
- Process β a structured sequence of operations designed for repeatable results with known boundaries
Iterativeβ
Orchestrating + Recurring β entities that coordinate ongoing cycles of structured behavior
- Responsibility β an ongoing obligation to uphold standards or manage a domain
- Cycle β a repeating phase-based operational structure, often tied to strategic goals
Tacticalβ
Executing + Occurring β entities that represent direct, focused units of work
- Task β a discrete, actionable unit of execution
- Combat β a direct, attention-intensive problem or confrontation
- Meeting β a coordinated session for synchronization or decision-making
- Training β a focused activity aimed at developing or refining skill
Repetitiveβ
Executing + Recurring β entities that involve regular, direct-action loops
- Routine β a sequence of actions regularly repeated to maintain standards
- Exercise β a structured action performed for development or reinforcement
- Drill β a high-precision repetition used for mastery or emergency response
π§© Related Concepts (Not Classes)β
Concept | Description |
---|---|
Challenge | A test of ability, often used as a motivational wrapper around tasks or projects |
Sprint | A bounded execution timeframe used within projects or cycles |
Session | A single instance of active work or learning, often logged under Tactical or Repetitive entities |
Habit | A persistent behavioral pattern; tracked through Routine , Drill , or Reflection , not a distinct class |
Regimen | A strict set of behaviors within a health or development context; modeled as Routine or Cycle |
Practice | An open-ended repetition of skills; best logged under Training or Exercise |
Rotation | A shifting schedule of duties, best captured as a metadata property of Routine or Responsibility |
π Instrumentalβ
βWith what?β β entities that enable, guide, constrain, or shape execution
Executionalβ
Entities that directly enable or operationalize action
- Competence β a validated level of skill or readiness to perform
- Skill β a learned ability to perform actions effectively
- Technique β a tactical method used during execution
- System β an integrated set of tools, agent, processes
- Tool β a physical or digital object used to perform tasks
- Application β a software product used for executing work
- Software β a general-purpose system for executing work
- Plugin β a modular enhancement for an application
- Widget β a small, functional interface component
Instructionalβ
Entities that guide or structure specific actions
- Method β a prescribed way of doing something
- Guide β a broader instructional document or path
- Procedure β a step-by-step operational protocol
- How-To β a short, instructional sequence
- Template β a reusable layout for consistent creation
- Checklist β a list of actions to standardize execution
- Tactic - a template for a tactical operation
- Course-Template β a blueprint for creating instructional paths
- Exercise-Template β a repeatable training unit format
- Mission-Template β a format for organizing purpose-driven actions
Informationalβ
Entities that support reasoning, synthesis, or contextual understanding
- Note β a stored personal thought, quote, or insight
- Knowledge β aggregated and relevant understanding >> To add to concepts, knowledge represents "mastered" Instrumental entities.
- Example β a concrete illustration of a pattern or use case
- Source β source data or structured references
- Book β an extended work with useful insights or learning value
- Reference β a citation or link to external information
- Model β a structured representation used in execution
- Design β a deliberate arrangement or model for something
- Documentation β detailed explanations of systems or procedures
- Description β a general overview or explanation of something
- Mission-Description β a narrative summary or explanation of a mission
- Statement β a testable or philosophical claim
- Concept β a core abstraction or category used in modeling
- Term β a specific word used within a conceptual model
- Property β a measurable or descriptive attribute
- Relation β a semantic or structural connection between concepts
Regulatoryβ
Entities that constrain or structure decision-making or performance
- Principle β a guiding value or heuristic / an abstract, generalizable rule or value used to guide behavior
- Rule β a formal or informal behavioral constraint
- Requirement β a needed condition or prerequisite
- Criteria β specific rules or checklists used to evaluate outcomes
- Benchmark β reference value or best-practice target used for comparison
- Standard β a defined expectation or norm for performance or design
Behavioralβ
Entities that shape mindset, perception, or motivation during action
- Belief β a personal assumption or value that influences behavior
- Mindset β an overarching attitude that colors decision-making
- Trigger β a stimulus or condition that activates a behavior
- Quote β an inspirational or clarifying statement
- Prayer β a ritualized or reflective phrase used before action
- Tip β a short practical piece of advice
- Helper β a message, label, or UI tip that assists execution
- Setting β a stored or changeable configuration that affects environment
π Evaluativeβ
βHow well?β β entities that represent the result of an assessment, reflection, or comparative judgment
Indicatorβ
Entities that represent tracked or measured values reflecting current or past performance
- Metric β a numeric value tracked over time (e.g. daily steps, hours slept)
- KPI β a high-level performance metric tied to a strategic objective
- Target β a predefined numeric or qualitative threshold to be reached
- Score β a discrete rating of success or performance (e.g. 4/5 stars, A+)
Reflectionβ
Entities that represent personal or subjective insight derived from observation or journaling
- Journal β a narrative log used to observe patterns, behavior, or mindset
- Insight β a realization or lesson drawn from experience or analysis
- Feedback β a reaction from others or from self in response to behavior or outcomes
Judgmentβ
Entities that express structured evaluations based on criteria or comparisons
- Evaluation β a structured result comparing observed outcomes to expectations
- Scorecard β a summary table comparing results across several key dimensions
- Leaderboard β a ranked list comparing performance across agents or entities
- Review β a periodic or event-based summary of performance, progress, or quality
π Agentiveβ
βWho?β β entities that initiate, perform, or are responsible for actions and outcomes
- Person β an individual actor with goals, responsibilities, and behaviors
- Team β a small group of people collaborating on shared tasks or missions
- Organization β a broader collective structure such as a business, institution, or community
π Contextualβ
βUnder what conditions?β β entities that define scope, framing, setting, or timing for actions and evaluations
Temporalβ
Entities that define when something occurs, progresses, or is relevant
- Date β a specific day used to group or frame entries, logs, or actions (e.g. 2025-04-24)
- Period β a named or structured time range for organizing effort (e.g. Q2 2025, Launch Phase)
- Stage β a bounded phase in a project or process (e.g. Stage 1: Planning, Stage 2: Execution)
- Arc β a higher-level transformation or narrative track across multiple activities (e.g. Career Shift, Launch OS)
Topicalβ
Entities that define domain, subject, or thematic category
- Area β a domain or sphere of responsibility, work, or life (e.g. Health, Business, Relationships)
- Domain β a knowledge field or discipline that informs action (e.g. Design, Psychology)
- Category β a thematic or structural grouping used to classify entities (e.g. Tool Types, Content Formats)
Situationalβ
Entities that define physical, digital, or role-based framing for actions
- Environment β a physical, social, or digital setting that shapes execution (e.g. Remote, On-site, Test Server)
- Role β a situational identity or function assigned to an agent within a specific context (e.g. CEO, Coach, Reviewer)