Intent, Initiation, Execution, Effect - fictional things, probably the single most direct fictional content to be interfaced with real-people speaking and using rules, in the hobby. In a recent dialogue with Zac Porcu, he called it "the beating heart of role-playing."
Briefly: design zone 1 is to establish a linear order and then to carry it out. It includes possible random factors for the order itself, and scattered patch-methods to include reactivity. Design 2 is to establish specific or general outcomes and then to narrate how it got that way later, including the order of what happened. That one includes possible mix-it-up means for who's talking.
My own design work has touched both, but through an orthogonal or oblique vector, placing random factors and the role of (for instance) stating Intent into non-typical places. I wouldn't mind seeing some other eyes on what I've done, and I don't mind at all stating that most RPG design this very day has remained rudimentary, at best all too embedded in one of the zones and at worst simply bad. Let's see if that gets the conversation going.