In this section: Chapters
- Ch.1: The Day After
- Ch.2: Tribal Knowledge Is the Bottleneck
- Ch.3: Contracts Are the Answer
- Ch.4: The Capabilities Graph
- Ch.5: Extraction Over Refactoring
- Ch.6: The Contract Lifecycle
- Ch.7: The Architect
- Ch.8: The Developer
- Ch.9: The PM / PO
- Ch.10: The Designer
- Ch.11: The Leadership Team
- Ch.12: The Company That Gets There First
- Appendix
- Appendix A: Contract Schema Reference
- Appendix B: Legibility Audit Framework
- Appendix C: Extraction Priority Matrix
The Capabilities Graph
A contract makes one piece of business logic legible. Chapter 4 asks the next question: what happens when every piece is? The answer is the capabilities graph, a map of every capability in a system, its dependencies, its owner, and the contract that governs it.
The chapter introduces the capability as a new atomic unit of software design, defined by three properties: headless (no assumptions about how it's presented), portable (it runs wherever it's called from), and contract-defined (its boundaries and rules are declared, not inferred by reading the code). That's a different way of decomposing a system than the service boundaries most teams already have.
The result isn't a diagram for a slide deck. It's a structure a new hire can read in twenty minutes instead of losing two days to, and a structure a coding agent can navigate instead of guess at. The chapter walks through what a capability is, how to draw its boundaries, and how the graph accumulates one capability at a time.