Feature Spec: Modular Mission Checklists (Doc 14)
Product specification for reusable blueprint modules and active household missions.
1. User Goal
To manage complex, recurring household events by combining pre-defined modular checklists into a single "Active Mission." This offloads the mental effort of remembering "what goes where" for specific life scenarios.
2. Core Logic: Blueprints vs. Missions
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The Blueprint (Template): A reusable, static list of items or tasks.
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Example: "Son’s Weekend Bag" (Diapers, milk bottle, favorite toy, 2 pairs of clothes).
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Example: "Hospital Visit" (Reports, ID cards, water bottle, charger).
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The Mission (Instance): An active event where one or more Blueprints are activated.
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Scenario: "Trip to Hyderabad" = [Son’s Travel Blueprint] + [Mounika’s Travel Blueprint] + [Car Maintenance Check].
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3. The "Composition" Workflow
A. The Blueprint Library
A dedicated section in the "Planner" tab where the Owner creates and manages templates. * Categorization: Blueprints can be tagged (e.g., #Travel, #Health, #Social). * Assignment: Each item in a Blueprint can be assigned to a specific person (e.g., "Charger" assigned to the Owner; "Diapers" assigned to the Chef/Wife).
B. Launching a Mission
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The user taps "Start New Mission."
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They select multiple Blueprints from the library.
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The app "composes" them into a single, unified checklist.
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The Inventory Bridge: If a Blueprint item (like "Milk") is already in the Digital Twin, the app checks the current stock. If stock is low, it automatically flags the item with a "Needs Restock" icon.
4. UI/UX: Material Design Implementation
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The Selection Grid: A "Shopping Cart" style interface for Blueprints. You toggle the ones you need for today.
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Progress Tracking: Instead of just one progress bar, the Mission view shows a Split Progress Bar—one for each Blueprint in the Mission.
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Example: "Son’s Bag (80%) | Car Prep (20%)".
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Visual Person Tags: Small circular avatars (Owner, Wife, Son) next to items to show who is responsible for that specific task.
5. Functional Logic Rules
| Feature | Logic Rule |
|---|---|
Dependency Check |
If two Blueprints both require "Water Bottle," the Mission list shows it twice OR merges them into "Water Bottle (Qty: 2)" based on user preference. |
The "Go" Condition |
A Mission cannot be marked "Complete" until every item in every sub-blueprint is checked off. |
Persistence |
Completed Missions are archived. Blueprints remain unchanged for the next use. |