These prototypes explore one idea: a persistent, stateful project object that captures intent, retains context, decomposes the job, manages dependencies, and looks out for the customer. Everything below is clickable and self-explaining — toasts narrate what each interaction means, and every screen has a pattern-labels toggle (top right) that annotates its anatomy. All four share one simulated project: a Kids Bathroom Refresh, $8K, week 3 of 6.
It works the way you'd expect — scroll, tap, save — but every tap now does real work behind the scenes. Before a pin ever shows up, it's checked against your actual bathroom: does it fit, what would it cost, is it in stock. Save an idea and it breaks down into the real, priced products you'd need to buy. Instead of scrolling forever, the wall helps you land on a direction.
The plan is made up of steps, grouped into four types: decide, confirm, order, do. Each step's progress bar only moves when you actually make a decision — just looking around doesn't count. Type or paste anything into the box below and it gets filed under the right step automatically. You can also view the same plan three different ways: a package-tracker-style Trail, a subway-style Line map, or a GPS-style Navigator that just tells you what's next.
This is the heart of how everything works. The conversation scrolls by like a chat, but whatever you're actively working on — a comparison, a set of options — stays pinned near the top, so you're never stuck scrolling back to find it. You can rearrange and compare freely without committing to anything. Only when you actually decide does it get locked in as a permanent record, and the bigger the decision, the more confirmation it asks for before it's final.
This ties the earlier explorations into the actual navigation model: Now, Inspiration, My Space, Plan, and Products. The sidebar never changes — only the lens. Decisions surface in Now and get resolved wherever they actually live; every destination reads and writes the same underlying project, so nothing has to be re-explained when you switch.
Grayscale and gradient placeholders are deliberate — these test interaction patterns, not visual design. Data is simulated; runs are scripted; nothing connects to real inventory or pricing. Grown out of the Canvas interaction-pattern research (July 2026).