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Patterns

What to design, by task: connecting and signing in, amounts and payments, errors, agents, tokens, stored data and spending conditions.

A pattern page answers one question: you are about to design this, so what should it do? Each one names a task a BSV product meets, recommends how to it, gives the rules you can check a design against, grades the choices that are contested, and says what nobody knows yet.

The reference designs put patterns together into whole products. How it works explains the technology underneath them. If you are drawing a screen this week, start here.

Connecting and finding people

Connecting a wallet: an app asks the user's wallet to act for it, and the permission prompt is the whole conversation. Ask for the minimum, say what it is for, and make it easy to take back.

Permissions and allowances: what an app holds after it connects. The prompt, the allowance, the dashboard where it is all undone, and what stays off by default.

Signing in: no accounts and no passwords. A key derived for your app, returning visits, signing out, and asking for one fact from a .

Paying by handle: a readable name becomes a payment. What to resolve and show before the confirm button, and the risk a readable name brings with it.

Paying and charging

Amounts and units: satoshis as the unit, local currency beside them, and the rules that stop a number being misread by a factor of a hundred million.

Charging per use: payments of a few satoshis, many times a day. Allowances instead of prompts, and an activity list that does not make somebody anxious.

Wrong-network payments: an address that looks valid can belong to another network. The defences, in the order they are worth building.

Errors and failed payments: every failure in four parts: what happened, whether money moved, what to do next, and the code for support.

Delegating and holding

Letting an agent spend: software spending on somebody's behalf. What to grant, how to bound it, and the review screen for a decision the person did not make.

Holding tokens: a is an the user holds. The four things to show before somebody can trust what they have.

Spending conditions: rules written into money, such as two of three keys or not before a date, and how to explain a lock nobody can undo.

Storing data on chain: data that lives beside a payment, and what permanence means for the consent screen.

Which to read

If you are designingRead
A web app that needs a walletConnecting a wallet, Permissions and allowances, Signing in, then Charging per use
Sign-in, or proof of age or membershipSigning in
A wallet's permission prompts or permissions screenPermissions and allowances
An app that charges small amounts oftenCharging per use, then Amounts and units
Any screen with a number of satoshis on itAmounts and units
A send flowSending in the daily spending wallet, plus Paying by handle and Wrong-network payments
Error messages, or anything that can failErrors and failed payments
Automation, assistants or AI agentsLetting an agent spend
Tickets, collectibles, credits or certificatesHolding tokens
Savings, inheritance or escrowSpending conditions
Anything that writes data to the chainStoring data on chain

Written from: the pages listed here.