Family concept
Slug loop
Body linked
Status active

Loop

A loop is a mini-argument inside a beat: a sequence of 3–10 slides that together defend one defensible point. The loop is where most of the actual arguing in a deck happens.

A loop has three parts:

  1. Premise. What the audience is invited to consider.
  2. Build. Evidence accumulating toward the point.
  3. Close. The point named, often as an action title on a synthesis slide.

A deck is a sequence of loops, grouped into blocks, wrapped in an arc.

Common loop patterns

  • Logic Chain — premise → step → step → conclusion.
  • Pattern Hunter — examples → pattern named.
  • Aha Moment — setup → reframe → payoff.
  • Tale of Two Worlds — current state vs desired state.
  • Question and Answer — question raised → answer delivered.

See the loops catalogue for ~30 canonical patterns.

Loop-level decisions

  • Which loop pattern fits the local Claim?
  • How many slides does this loop need? (3 minimum, 10 maximum, 5–7 typical.)
  • Where is the turn — front-loaded (headline-first) or back-loaded (dramatic)?
  • Does the loop close with a synthesis slide or roll into the next loop?

Failure modes

  • Loop without close. Builds, builds, builds, then moves on. The audience never receives the point.
  • Loop with two points. Should have been two loops. Split.
  • Premise without payoff. A premise slide whose loop never resolves.
  • Loop pattern mismatch. Using Pattern Hunter when the data is one big number — kills the rhythm.

Canonical phrasing

A loop is one defensible point, set up, supported, and closed. If you cannot say the point in one sentence, the loop has not earned its place.

See also

beat, slide, aha-moment, reasoning-approach