vestige/docs/launch/UI_ROADMAP_v2.1_v2.2.md

202 lines
13 KiB
Markdown
Raw Normal View History

v2.0.8 Pulse — Reasoning Theater + Pulse Toast + Terrarium + Intel Mac (#44) * docs: anti-hedging banner + master state-and-plan + UI roadmap Project-level CLAUDE.md line 1 is now the anti-hedging banner referencing the global rule at /Users/entity002/CLAUDE.md. When Sam commits to an execution path (content cadence, shipping velocity, outreach, launch), forecasts compute as if the commitment is already met — no discounting by execution probability. VESTIGE_STATE_AND_PLAN.md (1135 lines, 14 parts): single-page reference any AI agent can read to plan the next phase without re-reading the repo. Covers current state of every crate, the 24 MCP tools, the 19 WebSocket event types, the 8 IDE integrations, and v2.1 through v3.0 roadmap. UI_ROADMAP_v2.1_v2.2.md: compiled UI-gap analysis from 4 parallel research agents (April 19). 10 critical UI gaps + 2026 bleeding-edge patterns + unclaimed territory (menu bar widget, voice-first, AR/VR, time-scrubber). * feat(v2.2-pulse): InsightToast + multi-process STORAGE docs Two independent ship items landing together on the v2.2 branch ahead of the Tuesday launch — a new UI surface that makes Vestige's cognitive events visible in real time, and honest documentation of the multi-process safety story that underpins the Stigmergic Swarm narrative. **InsightToast** (apps/dashboard/src/lib/components/InsightToast.svelte, apps/dashboard/src/lib/stores/toast.ts): The dashboard already had a working WebSocket event stream on ws://localhost:3927/ws that broadcast every cognitive event (dream completions, consolidation sweeps, memory promotions/demotions, active- forgetting suppression and Rac1 cascades, bridge discoveries). None of that was surfaced to a user looking at anything other than the raw feed view. InsightToast subscribes to the existing eventFeed derived store, filters the spammy lifecycle events (Heartbeat, SearchPerformed, RetentionDecayed, ActivationSpread, ImportanceScored, MemoryCreated), and translates the narrative events into ephemeral toasts with a bioluminescent colored accent matching EVENT_TYPE_COLORS. Design notes: - Rate-limited ConnectionDiscovered at 1.5s intervals (dreams emit many). - Max 4 visible toasts, auto-dismiss at 4.5-7s depending on event weight. - Click or Enter/Space to dismiss early. - Bottom-right on desktop, top-banner on mobile. - Reduced-motion honored via prefers-reduced-motion. - Zero new websocket subscriptions — everything piggybacks on the existing derived store. Also added a "Preview Pulse" button to Settings -> Cognitive Operations that fires a synthetic sequence of four toasts (DreamCompleted, ConnectionDiscovered, MemorySuppressed, ConsolidationCompleted) so the animation is demoable without waiting for real cognitive activity. **Multi-Process Safety section in docs/STORAGE.md**: Grounds the Stigmergic Swarm story with concrete tables of what the current WAL + 5s busy_timeout configuration actually supports vs what remains experimental. Key honest points: - Shared --data-dir + ONE vestige-mcp + N clients is the shipping pattern for multi-agent coordination. - Two vestige-mcp processes writing the same file is experimental — documented with the lsof + pkill recovery path. - Roadmap lists the three items that would promote it to "supported": advisory file lock, retry-with-jitter on SQLITE_BUSY, and a concurrent-writer load test. Build + typecheck: - npm run check: 0 errors, 0 warnings across 583 files - npm run build: clean static build, adapter-static succeeds * feat(v2.3-terrarium): Memory Birth Ritual + event pipeline fix v2.3 "Terrarium" headline feature. When a MemoryCreated event arrives, a glowing orb materialises in the cosmic center (camera-relative z=-40), gestates for ~800ms growing from a tiny spark into a full orb, then arcs along a dynamic quadratic Bezier curve to the live position of the real node, and on arrival hands off to the existing RainbowBurst + Shockwave + RippleWave cascade. The target position is re-resolved every frame so the force simulation can move the destination during flight without the orb losing its mark. **New primitive — EffectManager.createBirthOrb()** (effects.ts): Accepts a camera, a color, a live target-position getter, and an arrival callback. Owns a sprite pair (outer halo + inner bright core), both depthTest:false with renderOrder 999/1000 so the orb is always visible through the starfield and the graph. - Gestation phase: easeOutCubic growth + sinusoidal pulse, halo tints from neutral to event color as the ritual charges. - Flight phase: QuadraticBezierCurve3 with control point at midpoint raised on Y by 30 + 15% of orb-to-target distance (shooting-star arc). Sampled with easeInOutQuad. Orb shrinks ~35% approaching target. - Arrival: fires onArrive callback once, then fades out over 8 frames while expanding slightly (energy dispersal). - Caller's onArrive triggers the burst cascade at arrivePos (NOT the original spawnPos — the force sim may have moved the target during the ritual, so we re-read nodeManager.positions on arrival). - Dispose path integrated with existing EffectManager.dispose(). **Event pipeline fix — Graph3D.processEvents()**: Previously tracked `processedEventCount` assuming APPEND order, but websocket.ts PREPENDS new events (index 0) and caps the array at MAX_EVENTS. Result: only the first MemoryCreated event after page load fired correctly; subsequent ones reprocessed the oldest entry. Fixed to walk from index 0 until hitting the last-processed event by reference identity — correct regardless of array direction or eviction pressure. Events are then processed oldest-first so causes precede effects. Found while wiring the v2.3 demo button; would have manifested as "first orb only" in production. **Demo trigger** (Settings -> Birth Ritual Preview): Button that calls websocket.injectEvent() with a synthetic MemoryCreated event, cycling through node types (fact / concept / pattern / decision / person / place) to showcase the type-color mapping. Downstream consumers can't distinguish synthetic from real, so this drives the full ritual end-to-end. Intended for demo clip recording for the Wednesday launch. **Test coverage:** - events.test.ts now tests the v2.3 birth ritual path: spawns 2+ sprites in the scene immediately, and fires the full arrival cascade after driving the effects.update() loop past the ritual duration. - three-mock.ts extended with Vector3.addVectors, Vector3.applyQuaternion, Color.multiplyScalar, Quaternion, QuadraticBezierCurve3, Texture, and Object3D.quaternion/renderOrder so production code runs unaltered in tests. Build + typecheck: - npm run check: 0 errors, 0 warnings across 583 files - npm test: 251/251 pass (net +0 from v2.2) - npm run build: clean adapter-static output The Sanhedrin Shatter (anti-birth ritual for hallucination veto) needs server-side event plumbing and is deferred. Ship this as the Wednesday visual mic-drop. * fix(v2.3): 5 FATAL bugs + 4 god-tier upgrades from post-ship audit Post-ship audit surfaced 6 FATALs and 4 upgrades. Shipping 5 of the 6 + all 4 upgrades. FATAL 4 (VRAM hemorrhage from un-pooled label canvases in createTextSprite) is pre-existing, not from this session, and scoped separately for a proper texture-pool refactor. **FATAL 1 — Toast Silent Lobotomy** (stores/toast.ts) Subscriber tracked events[0] only. When Svelte batched multiple events in one update tick (swarm firing DreamCompleted + ConnectionDiscovered within the same millisecond), every event but the newest got silently dropped. Fixed to walk from index 0 until hitting lastSeen — same pattern as Graph3D.processEvents. Processes oldest-first to preserve narrative order. **FATAL 2 — Premature Birth** (graph/nodes.ts + graph/events.ts) Orb flight is 138 frames; materialization was 30 frames. Node popped fully grown ~100 frames before orb arrived — cheap UI glitch instead of a biological birth. Added `addNode(..., { isBirthRitual: true })` option that reserves the physics slot but hides mesh/glow/label and skips the materializing queue. New `igniteNode(id)` flips visibility and enqueues materialization. events.ts onArrive now calls igniteNode at the exact docking moment, so the elastic spring-up peaks on impact. **FATAL 3 — 120Hz ProMotion Time-Bomb** (components/Graph3D.svelte) All physics + effect counters are frame-based. On a 120Hz display every ritual ran at 2x speed. Added a `lastTime`-based governor in animate() that early-returns if dt < 16ms, clamping effective rate to ~60fps. `- (dt % 16)` carry avoids long-term drift. Zero API changes; tonight's fast fix until physics is rewritten to use dt. **FATAL 5 — Bezier GC Panic** (graph/effects.ts birth-orb update) Flight phase allocated a new Vector3 (control point) and a new QuadraticBezierCurve3 every frame per orb. With 3 orbs in flight that's 360 objects/sec for the GC to collect. Rewrote as inline algebraic evaluation — zero allocations per frame, identical curve. **FATAL 6 — Phantom Shockwave** (graph/events.ts) A 166ms setTimeout fired the 2nd shockwave. If the user navigated away during that window the scene was disposed, the timer still fired, and .add() on a dead scene threw unhandled rejection. Dropped the setTimeout entirely; both shockwaves fire immediately in onArrive with different scales/colors for the same layered-crash feel. **UPGRADE 1 — Sanhedrin Shatter** (graph/effects.ts birth-orb update) If getTargetPos() returns undefined AFTER gestation (target node was deleted mid-ritual — Stop hook sniping a hallucination), the orb turns blood-red, triggers a violent implosion in place, and skips the arrival cascade. Cognitive immune system made visible. **UPGRADE 2 — Newton's Cradle** (graph/events.ts onArrive) On docking the target mesh's scale gets bumped 1.8×, so the elastic materialization + force-sim springs physically recoil instead of the orb landing silently. The graph flinches when an idea is born into it. **UPGRADE 3 — Hover Panic** (stores/toast.ts + InsightToast.svelte) Paused dwell timer on mouseenter/focus, resume on mouseleave/blur. Stored remaining ms at pause so resume schedules a correctly-sized timer. CSS pairs via `animation-play-state: paused` on the progress bar. A toast the user is reading no longer dismisses mid-sentence. **UPGRADE 4 — Event Horizon Guard** (components/Graph3D.svelte) If >MAX_EVENTS (200) events arrive in one tick, lastProcessedEvent falls off the end of the array and the walk consumes ALL 200 entries as "fresh" — GPU meltdown from 200 simultaneous births. Detect the overflow and drop the batch with a console.warn, advancing the high-water mark so next frame is normal. Build + test: - npm run check: 0 errors, 0 warnings - npm test: 251/251 pass - npm run build: clean static build * test(v2.3): full e2e + integration coverage for Pulse + Birth Ritual Post-ship verification pass — five parallel write-agents produced 229 new tests across vitest units, vitest integration, and Playwright browser e2e. Net suite: 361 vitest pass (up from 251, +110) and 9/9 Playwright pass on back-to-back runs. **toast.test.ts (NEW, 661 lines, 42 tests)** Silent-lobotomy batch walk proven (multi-event tick processes ALL, not just newest, oldest-first ordering preserved). Hover-panic pause/resume with remaining-ms math. All 9 event type translations asserted, all 11 noise types asserted silent. ConnectionDiscovered 1500ms throttle. MAX_VISIBLE=4 eviction. clear() tears down all timers. fireDemoSequence staggers 4 toasts at 800ms intervals. vi.useFakeTimers + vi.mock of eventFeed; vi.resetModules in beforeEach for module-singleton isolation. **websocket.test.ts (NEW, 247 lines, 30 tests)** injectEvent adds to front, respects MAX_EVENTS=200 with FIFO eviction, triggers eventFeed emissions. All 6 derived stores (isConnected, heartbeat, memoryCount, avgRetention, suppressedCount, uptimeSeconds) verified — defaults, post-heartbeat values, clearEvents preserves lastHeartbeat. 13 formatUptime boundary cases (0/59/60/3599/3600/ 86399/86400 seconds + negative / NaN / ±Infinity). **effects.test.ts (EXTENDED, +501 lines, +21 tests, 51 total)** createBirthOrb full lifecycle — sprite count (halo + core), cosmic center via camera.quaternion, gestation phase (position lock, opacity rise, scale easing, color tint), flight Bezier arc above linear midpoint at t=0.5, dynamic mid-flight target redirect. onArrive fires exactly once at frame 139. Post-arrival fade + disposal cleans scene children. Sanhedrin Shatter: target goes undefined mid-flight → onArrive NEVER called, implosion spawned, halo blood-red, eventual cleanup. dispose() cleans active orbs. Multiple simultaneous orbs. Custom gestation/flight frame opts honored. Zero-alloc invariant smoke test (6 orbs × 150 frames, no leaks). **nodes.test.ts (EXTENDED, +197 lines, +10 tests, 42 total)** addNode({isBirthRitual:true}) hides mesh/glow/label immediately, stamps birthRitualPending sentinel with correct totalFrames + targetScale, does NOT enqueue materialization. igniteNode flips visibility + enqueues materialization. Idempotent — second call no-op. Non-ritual nodes unaffected. Unknown id is safe no-op. Position stored in positions map while invisible (force sim still sees it). removeNode + late igniteNode is safe. **events.test.ts (EXTENDED, +268 lines, +7 tests, 55 total)** MemoryCreated → mesh hidden immediately, 2 birth-orb sprites added, ZERO RingGeometry meshes and ZERO Points particles at spawn. Full ritual drive → onArrive fires, node visible + materializing, sentinel cleared. Newton's Cradle: target mesh scale exactly 0.001 * 1.8 right after arrival. Dual shockwave: exactly 2 Ring meshes added. Re-read live position on arrival — force-sim motion during ritual → burst lands at the NEW position. Sanhedrin abort path → rainbow burst, shockwave, ripple wave are NEVER called (vi.spyOn). **three-mock.ts (EXTENDED)** Added Color.setRGB — production Three.js has it, the Sanhedrin- Shatter path in effects.ts uses it. Two write-agents independently monkey-patched the mock inline; consolidated as a 5-line mock addition so tests stay clean. **e2e/pulse-toast.spec.ts (NEW, 235 lines, 6 Playwright tests)** Navigate /dashboard/settings → click Preview Pulse → assert first toast appears within 500ms → assert >= 2 toasts visible at peak. Click-to-dismiss removes clicked toast (matched by aria-label). Hover survives >8s past the 5.5s dwell. Keyboard Enter dismisses focused toast. CSS animation-play-state:paused on .toast-progress- fill while hovered, running on mouseleave. Screenshots attached to HTML report. Zero backend dependency (fireDemoSequence is purely client-side). **e2e/birth-ritual.spec.ts (NEW, 199 lines, 3 Playwright tests)** Canvas mounts on /dashboard/graph (gracefully test.fixme if MCP backend absent). Settings button injection + SPA route to /graph → screenshot timeline at t=0/500/1200/2000/2400/3000ms attached to HTML report. pageerror + console-error listeners catch any crash (would re-surface FATAL 6 if reintroduced). Three back-to- back births — no errors, canvas still dispatches clicks. Run commands: cd apps/dashboard && npm test # 361/361 pass, ~600ms cd apps/dashboard && npx playwright test # 9/9 pass, ~25s Typecheck: 0 errors, 0 warnings. Build: clean adapter-static. * fix(graph): default /api/graph to newest-memory center, add sort param memory_timeline PR #37 exposed the same class of bug in the graph endpoint: the dashboard Graph page (and the /api/graph endpoint it hits) defaulted to centering on the most-connected memory, ran BFS at depth 3, and capped the subgraph at 150 nodes. On a mature corpus this clustered the visualization around a historical hotspot and hid freshly ingested memories that hadn't accumulated edges yet. User-visible symptom: TimeSlider on /graph showing "Feb 21 → Mar 1 2026" when the database actually contains memories through today (Apr 20). **Backend (`crates/vestige-mcp/src/dashboard/handlers.rs`):** - `GraphParams` gains `sort: Option<String>` (accepted: "recent" | "connected", unknown falls back to "recent"). - New internal `GraphSort` enum + case-insensitive `parse()`. - Extracted `default_center_id(storage, sort)` so handler logic and tests share the same branching. Recent path picks `get_all_nodes(1, 0)` (ORDER BY created_at DESC). Connected path picks `get_most_connected_memory`, degrading gracefully to recent if the DB has no edges yet. - Default behaviour flipped from "connected" to "recent" — matches user expectation of "show me my recent stuff". **Dashboard (`apps/dashboard`):** - `api.graph()` accepts `sort?: 'recent' | 'connected'` with JSDoc explaining the rationale. - `/graph/+page.svelte` passes `sort: 'recent'` when no query or center_id is active. Query / center_id paths unchanged — they already carry their own centering intent. **Tests:** 6 new unit tests in `handlers::tests`: - `graph_sort_parse_defaults_to_recent` (None, empty, garbage, "recent", "Recent", "RECENT") - `graph_sort_parse_accepts_connected_case_insensitive` - `default_center_id_recent_returns_newest_node` — ingest 3 nodes, assert newest is picked - `default_center_id_connected_prefers_hub_over_newest` — wire a hub node with 3 spokes, then ingest a newer "lonely" node; assert the hub wins in Connected mode even though it's older - `default_center_id_connected_falls_back_to_recent_when_no_edges` — fresh DB with no connections still returns newest, not 404 - `default_center_id_returns_not_found_on_empty_db` — both modes return 404 cleanly on empty storage Build + test: - cargo test -p vestige-mcp --lib handlers:: → 6/6 pass - cargo test --workspace --lib → 830/830 pass, 0 failed - cargo clippy -p vestige-core -p vestige-mcp --lib -- -D warnings → clean - npm run check → 0 errors, 0 warnings - npm test → 361/361 pass Binary already installed at ~/.local/bin/vestige-mcp (copied from cargo build --release -p vestige-mcp). New Claude Desktop / Code sessions will pick it up automatically when they respawn their MCP subprocess. The dashboard HTTP server on port 3927 needs a manual relaunch from a terminal with the usual pattern: nohup bash -c 'tail -f /dev/null | \ VESTIGE_DASHBOARD_ENABLED=true ~/.local/bin/vestige-mcp' \ > /tmp/vestige-mcp.log 2>&1 & disown * feat(v2.4): UI expansion — 8 new surfaces exposing the cognitive engine Sam asked: "Build EVERY SINGLE MISSING UI PIECE." 10 parallel agents shipped 10 new viewports over the existing Rust backend, then 11 audit agents line-by-line reviewed each one, extracted pure-logic helpers, fixed ~30 bugs, and shipped 549 new unit tests. Everything wired through the layout with single-key shortcuts and a live theme toggle. **Eight new routes** - `/reasoning` — Reasoning Theater: Cmd+K ask palette → animated 8-stage deep_reference pipeline + FSRS-trust-scored evidence cards + contradiction arcs rendered as live SVG between evidence nodes - `/duplicates` — threshold-driven cluster detector with winner selection, Merge/Review/Dismiss actions, debounced slider - `/dreams` — Dream Cinema: trigger dream + scrubbable 5-stage replay (Replay → Cross-reference → Strengthen → Prune → Transfer) + insight cards with novelty glow - `/schedule` — FSRS Review Calendar: 6×7 grid with urgency color bands (overdue/today/week/future), retention sparkline, expand-day list - `/importance` — 4-channel radar (Novelty/Arousal/Reward/Attention) with composite score + top-important list - `/activation` — live spreading-activation view: search → SVG concentric rings with decay animation + live-mode event feed - `/contradictions` — 2D cosmic constellation of conflicting memories, arcs colored by severity, tooltips with previews - `/patterns` — cross-project pattern transfer heatmap with category filters, top-transferred sidebar **Three layout additions** - `AmbientAwarenessStrip` — slim top band with retention vitals, at-risk count, active intentions, recent dream, activity sparkline, dreaming indicator, Sanhedrin-watch flash. Pure `$derived` over existing stores. - `ThemeToggle` — dark/light/auto cycle with matchMedia listener, localStorage persistence, SSR-safe, reduced-motion-aware. Rendered in sidebar footer next to the connection dot. - `MemoryAuditTrail` — per-memory Sources panel integrated as a Content/Audit tab into the existing /memories expansion. **Pure-logic helper modules extracted (for testability + reuse)** reasoning-helpers, duplicates-helpers, dream-helpers, schedule-helpers, audit-trail-helpers, awareness-helpers, contradiction-helpers, activation-helpers, patterns-helpers, importance-helpers. **Bugs fixed during audit (not exhaustive)** - Trust-color inconsistency between EvidenceCard and the page confidence ring (0.75 boundary split emerald vs amber) - `new Date('garbage').toLocaleDateString()` returned literal "Invalid Date" in 3 components — all now return em-dash or raw string - NaN propagation in `Math.max(0, Math.min(1, NaN))` across clamps - Off-by-one PRNG in audit-trail seeded mock (seed === UINT32_MAX yielded rand() === 1.0 → index out of bounds) - Duplicates dismissals keyed by array index broke on re-fetch; now keyed by sorted cluster member IDs with stale-dismissal pruning - Empty-cluster crash in DuplicateCluster.pickWinner - Undefined tags crash in DuplicateCluster.safeTags - Debounce timer leak in threshold slider (missing onDestroy cleanup) - Schedule day-vs-hour granularity mismatch between calendar cell and sidebar list ("today" in one, "in 1d" in the other) - Schedule 500-memory hard cap silently truncated; bumped to 2000 + banner - Schedule DST boundary bug in daysBetween (wall-clock math vs startOfDay-normalized) - Dream stage clamp now handles NaN/Infinity/floats - Dream double-click debounce via `if (dreaming) return` - Theme setTheme runtime validation; initTheme idempotence (listener + style-element dedup on repeat calls) - ContradictionArcs node radius unclamped (trust < 0 or > 1 rendered invalid sizes); tooltip position clamp (could push off-canvas) - ContradictionArcs $state closure capture (width/height weren't reactive in the derived layout block) - Activation route was MISSING from the repo — audit agent created it with identity-based event filtering and proper RAF cleanup - Layout: ThemeToggle was imported but never rendered — now in sidebar footer; sidebar overflow-y-auto added for the 16-entry nav **Tests — 549 new, 910 total passing (0 failures)** ReasoningChain 42 | EvidenceCard 50 DuplicateCluster 64 | DreamStageReplay 19 DreamInsightCard 43 | FSRSCalendar 32 MemoryAuditTrail 45 | AmbientAwareness 60 theme (store) 31 | ContradictionArcs 43 ActivationNetwork 54 | PatternTransfer 31 ImportanceRadar 35 | + existing 361 tests still green **Gates passed** - `npm run check`: 0 errors, 0 warnings across 623 files - `npm test`: 910/910 passing, 22 test files - `npm run build`: clean adapter-static output **Layout wiring** - Nav array expanded 8 → 16 entries (existing 8 + 8 new routes) - Single-key shortcuts added: R/A/D/C/P/U/X/N (no conflicts with existing G/M/T/F/E/I/S/,) - Cmd+K palette search works across all 16 - Mobile nav = top 5 (Graph, Reasoning, Memories, Timeline, Feed) - AmbientAwarenessStrip mounted as first child of <main> - ThemeToggle rendered in sidebar footer (was imported-but-unmounted) - Theme initTheme() + teardown wired into onMount cleanup chain Net branch delta: 47 files changed, +13,756 insertions, -6 deletions * chore(release): v2.0.8 "Pulse" Bundled release: Reasoning Theater wired to the 8-stage deep_reference cognitive pipeline, Pulse InsightToast, Memory Birth Ritual (v2.3 Terrarium), 7 new dashboard surfaces (/duplicates, /dreams, /schedule, /importance, /activation, /contradictions, /patterns), 3D graph brightness system with auto distance-compensation + user slider, and contradiction-detection + primary-selection hardening in the cross_reference tool. Intel Mac (x86_64-apple-darwin) also flows through to the release matrix from PR #43. Added: - POST /api/deep_reference — HTTP surface for the 8-stage pipeline - DeepReferenceCompleted WebSocket event (primary + supporting + contradicting memory IDs for downstream graph animation) - /reasoning route, full UI + Cmd+K Ask palette - 7 new dashboard surfaces exposing the cognitive engine - Graph brightness slider + localStorage persistence + distance-based emissive compensation so nodes don't disappear into fog at zoom-out Fixed: - Contradiction-detection false positives: adjacent-domain memories no longer flagged as conflicts (NEGATION_PAIRS wildcards removed, shared-words floor 2 → 4, topic-sim floor 0.15 → 0.55, STAGE 5 overlap floor 0.15 → 0.4) - Primary-memory selection: unified composite 0.5 × relevance + 0.2 × trust + 0.3 × term_presence with hard topic-term filter, closing the class of bug where off-topic high-trust memories won queries about specific subjects - Graph default-load fallback from sort=recent to sort=connected when the newest memory is isolated, both backend and client Changed: - Reasoning page information hierarchy: chain renders first as hero, confidence meter + Primary Source citation footer below - Cargo feature split: embeddings code-only + ort-download | ort-dynamic backends; defaults preserve identical behavior for existing consumers - CI release-build now gates PRs too so multi-platform regressions surface pre-merge
2026-04-23 02:21:11 -05:00
# Vestige UI Roadmap — v2.1.0 and v2.2.0
Compiled April 19, 2026 from 4 parallel UI research agents (backend-to-UI gap audit, competitor scour, bleeding-edge April 2026 patterns, wow-frame design). Local-only planning doc — not for commit to main until scope is locked.
---
## THE HEADLINE FINDING
**Vestige ships ~50 KB of unreachable cognitive capability.** The backend is ferociously complete; the UI is a tourist view of an iceberg. Every page is missing visualization for at least 3 major features it could show.
- **26% of MCP tools** (9 of 34) have any UI surface
- **28% of cognitive modules** (8 of 29) have any visualization
- **74% of WebSocket events** have partial feed/graph coverage; 5 have zero feed handler
- **Biggest gap:** `suppress` (active forgetting) has full graph animation + WebSocket events, but NO trigger button anywhere in the UI. Users literally cannot trigger the signature v2.0.5 feature from the dashboard.
The v2.1.0 UI story writes itself: **"Vestige v2.1 makes the invisible visible."**
---
## TOP 10 CRITICAL UI GAPS (from Agent 1, ordered by user-visible impact)
1. **`suppress` tool has zero frontend trigger.** Full `Rac1CascadeSwept` event handler + graph pulses ship, but no button, no endpoint, no dashboard integration. Users can't forget anything without raw MCP access.
2. **Heartbeat event fires every 30s carrying `uptime_secs`, `memory_count`, `avg_retention`, `suppressed_count` — never displayed anywhere.** Real-time health that costs nothing to show.
3. **`sentiment_score` + `sentiment_magnitude` returned by `/memories` but never rendered.** Emotional coloring is invisible.
4. **Memory state (Active / Dormant / Silent / Unavailable) computed per query but never shown as a node color or filter.**
5. **Intention page is list-only.** No endpoints for status change, snooze, or complete. Users can see intentions but not act on them from the dashboard.
6. **Rac1 cascade shows animation with zero data summary.** Users see violet pulses; they don't see "X suppressed memories triggered decay in Y neighbors."
7. **Synaptic tagging 9h window is invisible.** Retroactive importance boost happens silently.
8. **Cross-project learning (6 pattern types) has zero HTTP endpoint or dashboard view.**
9. **Consolidation internals hidden.** Which nodes decayed, which got new embeddings — all computed, all hidden.
10. **`deep_reference` (the killer 8-stage reasoning tool) has NO HTTP endpoint and NO dashboard.** The v2.0.4 headline feature is unreachable from the UI.
---
## COMPETITOR LANDSCAPE (from Agent 2)
**Currently shipping hard April 2026:**
- **Zep** — dashboard overhaul March 10: bulk multi-select, server-side sort, Graph Viz 2.0 (nodes sized by connection count, no render cap, click-node details). Closest competitor on graph.
- **MemPalace** — 45K stars in 13 days on spatial metaphor alone (Wings → Rooms → Halls → Closets → Drawers). 13 releases in 13 days.
- **Cognee v0.3.3** — local web UI, interactive notebooks, Graph Explorer for reasoning subgraphs.
- **Letta ADE** — 3-panel Agent Development Environment at app.letta.com. Context window viewer, memory blocks, archival search.
**Stagnant:**
- HippoRAG (Python only, no UI)
- claude-mem (CLI-dominant, basic localhost viewer)
- ChatGPT memory (text list)
- Cursor memory (removed in 2.1)
**What NOBODY has (unclaimed UI territory):**
1. Ambient always-on memory widget (menu bar / tray)
2. Watch / ring interface
3. Voice-first memory UI
4. Collaborative multi-user graph (Figma cursors for memory)
5. AR/VR memory palace (native Vision Pro / Quest)
6. Temporal time-scrubber (drag slider to rewind graph state)
7. Memory-as-timeline-video export (shareable animated consolidation clip)
8. Contradiction surfacing UI ("Disputes" page)
9. FSRS retention heatmap calendar (GitHub-contribution-grid style)
10. Live browser sidebar (Arc/Chrome panel showing memories relevant to current tab)
**Vestige's visual moat that nobody else has:** 3D force-directed graph + live WebSocket events + bloom + dream-mode aurora. Zep is closest on graph; MemPalace is closest on aesthetic; neither ships live event reactions.
---
## BLEEDING-EDGE APRIL 2026 UI PATTERNS (from Agent 3)
Top 13 patterns scoured. The 5 most applicable to Vestige:
1. **Provenance-as-UI** (Perplexity inline citations) — numbered superscript chips tied to trust scores. Vestige has FSRS trust; just doesn't surface it inline.
2. **Ambient / multi-pane state** (Cursor 3 Agents Window) — Vestige's 6 live events fire; they're not ambient.
3. **Generative UI with constrained catalog** (Vercel json-render, March 2026) — `deep_reference` already returns structured reasoning; Vestige could stream a living panel.
4. **Spatial / architectural metaphor** (MemPalace 45K-star proof) — Vestige's 3D graph is abstract; naming the view ("Cortex", "Grove", "Archive") gives narrative territory.
5. **Shareable year-in-review** (Spotify Wrapped — 300M engaged, 630M shares) — Vestige has FSRS, memory counts, dream insights, streaks. All the ingredients for a free distribution loop.
**Other patterns worth tracking:**
- Apple Liquid Glass (macOS 26 / iOS 26) — translucent refractive material
- shadcn Sera + `shadcn apply` (April 2026) — style system that changes geometry, not just colors
- Dia Browser URL-bar-as-AI
- Limitless Pendant voice-to-structured-memory
- Granola ambient capture (invisible-by-default)
- Figma multiplayer cursors as a primitive
**Agent 3's commit: the ONE breakthrough UI for Vestige = "Provenance Scrub."**
Git-blame-for-memories: hover a node, get a temporal scrub handle rewinding the node's FSRS state through time (stability curve, retention, reps, lapses, contradictions, supersessions) rendered as a Liquid-Glass refractive panel. Click any point on the scrub to see memory content at that time. Inline Perplexity citations tag every fact.
Composes 4 of top 5 patterns simultaneously: provenance overlay + ambient multi-pane + Liquid-Glass + generative UI streamed from `deep_reference`. Directly attacks MemPalace's credibility gap (benchmark fraud, no contradiction wiring, no temporal reasoning).
Engineering cost: 9 days. Floor: 3D scrub + trust chips in 4 days as v2.1 patch. Ceiling: full Liquid-Glass + generative panel as v2.2 headlining launch.
---
## WOW FRAMES (from Agent 4) — ranked by ship priority
### Ship in v2.1.0 (5.5 engineering days, two HN thumbnails)
**1. Activation Wildfire (1 day)**
- **Fires:** every `search` call → emit `ActivationSpread` iteratively per hop with decay 0.7.
- **Visual:** seed node flares cyan, edges *ignite* in sequence along the activation path, hue decays cyan → indigo → violet as activation drops below 0.1.
- **Neuroscience:** Collins & Loftus 1975, `spreading_activation.rs:1-58`.
- **Moat:** reuses real hop-decay math from the retrieval pipeline — the wildfire path IS what the search actually traversed.
**2. Reconsolidation Shimmer (2 days) — HN thumbnail candidate**
- **Fires:** any `memory({action:"get"})` → 5-minute labile window begins.
- **Visual:** accessed node's sphere surface turns *liquid* — wobbling iridescent oil-slick shader for 5 real minutes. Any `smart_ingest` during the window causes the sphere to *merge* the new content visually.
- **Neuroscience:** Nader 2000, `reconsolidation.rs:405`.
- **Moat:** a memory being *editable only when recalled* is pure Nader. The shimmer is the meme shot.
**3. Dream Stitching (2.5 days) — HN thumbnail candidate (video)**
- **Fires:** `dream` tool → stream `DreamProgress{from_id, to_id, insight}` per new connection.
- **Visual:** camera auto-orbits into existing dream-mode aurora. A glowing violet-pink *thread* sews through memory pairs one at a time — tip of thread leaves a permanent edge, insights float up as text labels. Ends with a supernova at graph centroid.
- **Neuroscience:** MemoryDreamer 5-stage consolidation.
- **Moat:** dreams *creating new edges* is Vestige-exclusive.
### Queue for v2.2.0
**4. Synaptic Tag Halo (1 day)** — violet torus ring on newborn nodes, fades over 9h real time. Gold flash when important event fires within the window (retroactive importance moment made visible). `synaptic_tagging.rs`.
**5. Competition Duel (1 day)** — top-3 search results duel. Winner inflates 15%, losers shrink 10%, "+" particles fly from losers to winner (stolen retention). Anderson 1994 retrieval-induced forgetting.
**6. Rac1 Slow Burn (1.5 days)** — suppressed seed blackens into graphite. Over 24 real hours, edges radiating out *crumble* into violet ash particles that drift down via gravity shader. Dead branches literally fall away.
**7. FSRS Retention Curves (2 days)** — every sphere grows a small 2D sparkline plane showing predicted retention decay. Looks like a city at night where every building has its own heartbeat monitor. Nodes approaching Dormant threshold pulse amber.
---
## COMPOSED v2.1.0 AND v2.2.0 UI ROADMAP
### v2.1.0 "Decide" (May 5-6 launch) — UI track
On top of the already-planned v2.1.0 scope (`decide` MCP tool, `session_primer`, Qwen3 embedding, Claude Code plugin):
**Add 3 wow frames (~5.5 days):**
1. Activation Wildfire — 1 day
2. Reconsolidation Shimmer — 2 days (HN thumbnail screenshot)
3. Dream Stitching — 2.5 days (HN thumbnail video)
**Add 5 of the top-10 gap fixes (~5 days):**
1. `suppress` trigger button + HTTP endpoint — 1 day
2. Heartbeat display widget (uptime + avg retention + suppressed count) — 0.5 day
3. Memory state (Active/Dormant/Silent/Unavailable) node colors + legend — 1 day
4. Intention update/snooze/complete endpoints + UI — 1 day
5. `deep_reference` dashboard page (the 8-stage reasoning viewer) — 1.5 days
**Total v2.1.0 UI scope: ~10.5 engineering days** on top of the existing 19.5 day Qwen3 + decide + plugin scope. Launch window is 17 days; parallel build on the M3 Max makes this tight but feasible. May need to cut one wow frame (recommend keeping Reconsolidation Shimmer + Dream Stitching, dropping Activation Wildfire to v2.1.1 if time-pressed).
### v2.2.0 "Provenance" (target late May / early June)
Headline: **"Git-blame for memories."** The Provenance Scrub compose (Agent 3's breakthrough).
- 3D scrub handle on node hover (1 day)
- Liquid-Glass refractive panel (2 days)
- FSRS state snapshot stream via existing `memory_timeline` + `memory_changelog` (1 day)
- Inline Perplexity-style trust chips wired to `deep_reference.evidence[]` (1.5 days)
- Generative side-panel streaming `deep_reference.reasoning` json-render-style (2 days)
- Polish + demo clip (1.5 days)
Plus the remaining 4 wow frames (Synaptic Tag Halo, Competition Duel, Rac1 Slow Burn, FSRS Retention Curves — 5.5 days).
**Total v2.2.0 UI scope: ~14.5 days.** Ship target: June graduation week (June 13).
### v2.3.0 "Unclaimed Territory" (post-graduation)
Pick one of the "nobody has this" territories from Agent 2:
- Ambient menubar widget (2 days)
- Temporal time-scrubber on the main graph (3 days)
- Contradiction surfacing "Disputes" page (2 days)
- FSRS retention heatmap-calendar (1 day — GitHub-contribution-grid style)
- Memory-as-timeline-video export via canvas-record / gifski-wasm (3 days)
Ship 2-3 of these in v2.3. Each is an unclaimed moat.
---
## WHAT NOT TO DO
- **Don't add memory palace metaphor (Wings/Rooms/Halls).** MemPalace owns that narrative territory with 45K stars. Vestige's differentiation is neuroscience + FSRS, not architectural metaphor. Rename the 3D graph view to something distinctive if naming it helps ("Cortex" or "Plexus"), but do NOT adopt the rooms taxonomy.
- **Don't chase every 2026 pattern.** Liquid Glass is Apple-OS-level; implementing it in WebGL is a distraction from shipping features. Save for v2.2 selectively.
- **Don't build mobile yet.** Adoption curve isn't there. Desktop dashboard + MCP server first.
- **Don't build multi-user.** Single-user local is the AGPL-3.0 story. Multi-tenant is vestige-cloud (proprietary), separate roadmap.
---
## Cross-research composition insights (found by me during synthesis)
**Never-composed #1:** Agent 1's gap (suppress has no frontend trigger) + Agent 4's Reconsolidation Shimmer + Agent 3's Provenance Scrub. Three pieces of the "make the invisible visible" story. Ship them together as v2.1.0 UI narrative.
**Never-composed #2:** Agent 2's contradiction-surfacing unclaimed territory + Agent 1's gap that `deep_reference` has contradiction detection with no UI + Agent 4's Competition Duel frame. All three are the same missing feature at different levels (data, interaction, animation). Ship as v2.2 "Disputes" page + Competition Duel micro-animation together.
**Never-composed #3:** Wrapped-style shareable year-in-review + FSRS retention heatmap-calendar + streaks (daily memory saves) + the existing Vestige Feed page. All four compose into "Vestige Wrapped" — the free distribution loop that nobody in AI memory has shipped. Ship as v2.3 "Year in Memory" — summer 2026, after launch stabilizes.
---
## What this document is FOR
- **Reference** when scoping v2.1.0 and v2.2.0 UI work
- **Guide** when the M3 Max arrives and you start the Qwen3 + decide + session_primer build — you'll know which UI frames to interleave
- **Moat argument** for the HN launch — Vestige's backend-to-UI ratio is 3:1, the fix is the launch story
- **Defence against scope creep** — the NOT-to-do list should be re-read before every design decision
Sources: 4 parallel research agents (backend audit, competitor scour, April 2026 patterns, wow-frame design), ~280+ file reads, 50+ web sources. Full raw outputs preserved in Claude Code session logs.