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Decide what it becomes

One place on the item's page that walks it through the question every orphan part raises: what is it, what is it worth, what is it still good for, what would complete it, and so: keep it and fix it, keep it and build, sell it, give it away, or let it go. The panel gathers what the other panels already answered and adds two answers of its own: three scenarios written for you, and ideas for what the item is good for. Nothing is decided for you; the choice is yours.

Built so far

Decide, on the item's page below its values and details and above the other panels, starts with one button, What should I do with it?, then six rows.

What should I do with it?

The button has Muse Spark write three cards for this item and for you, side by side on a wide screen and one above the other on a phone:

Card What it says
Keep and fix the likely problem or problems behind the condition and faults you recorded (or that it works as it is), the repair steps written for your level, how hard that is for you (easy, moderate or hard) and why, naming the skill it rests on, the parts with a rough cost each, the total and the time; or that it is not worth fixing, and why
Reuse it two or three things to make of it that fit your skills and tools, each naming the other items you own it would use (shown as the kinds you have now, without a count; a name that matches nothing you own is left out), how hard it is for you, the extra parts with their cost, and the time
Sell or give away what makes it sellable as it stands and what listing and handing it over takes; the latest price guidance in a line when there is one, else Get price guidance, which asks the price route in your profile's currency (the scenarios themselves never price the item)

Above the cards, one recommendation (keep and fix, reuse, sell or give away) with a one-line reason tied to your profile; the recommended card is outlined. Each card has Choose this (the sell card has Sell it and Give it away), which records the choice through the same decision as the row below and takes you to the section that follows from it, moving the focus there too. Each Choose this is named with its card for a screen reader (Choose this: Keep and fix):

Card Choice recorded Intent Then
Keep and fix keep_fix keep the repair steps, parts, cost and time are added to the item's notes (they stay private) and the page scrolls to the details, the focus in the notes
Reuse it keep_build build the page scrolls to What it is good for, focused, with a link to Build and reuse
Sell or give away sell or give sell or give the page scrolls to Prepare to sell or give away, focused on its heading; see Seller flow

The repair steps go into the notes only while the item is as it was when the cards were written, checked in the same write as the notes; a decision is no change to the item, so choosing Reuse it first and Keep and fix after still adds them, once. After they are in, the card says Repair steps added to the notes. On cards that say item changed since the button reads Choose this (without the repair steps), with the hint The item changed. Ask again to get repair steps: the choice is recorded and the notes stay as they are. When the notes and the plan together would pass the notes' 4,000 characters, whole steps are left out from the end and the plan ends with … (more in the scenarios); the notes you wrote are never cut.

Each reuse scenario has Draw it: Muse Image draws how the finished project could look, one image call per click, and nothing is drawn when the cards appear. The hint under the button says so: Draw how the finished project could look. One image call. The prompt is written by the rules from the scenario's title and what it does, this item's kind and up to three of its accepted values (never one that identifies it, such as a serial number, a MAC address or an IMEI, and never a price) and the kinds of item the card names; never a name, the location or the notes. The picture is kept with that set of cards and captioned as drawn, not a photo of a real build; asking for the cards again starts a new set with no pictures. While pictures are off on the server (PICTURE_ENABLED) the card shows Pictures are off on this server. instead of the button; the demo visitor sees the button disabled with Sign in with the access code to draw. See Muse Image.

The cards are written for your profile: your rated skills, your tools, the effort you will put in, whether you open devices up, and your budget. Without a profile they are written for an average person with household tools, and the panel says so with a link to fill one in. The brief holds the item's name and type, its condition, faults, tests done and accessories, its intent so far, the values you accepted (never a serial number, a MAC address, an IMEI or anything else that identifies the item or you), the profile, and the kinds of item you own besides with how many of each (up to 40 kinds, nothing that is gone); never the location, the notes, a photo, a price or a search. One structured call at low effort, about 1,200 tokens of answer.

The last cards are kept on the item with the item version they were written from, like the ideas: they say item changed since once the item is edited (a decision is no edit, so the cards you chose from stay current), and Ask again writes a new version. The demo visitor is refused, as on every other call that spends.

The rows

Row What it shows Who answers
What it is the kind of item and how many of its values you have accepted, with a link down to the values the inventory
What it is worth the latest price guidance in a line: the typical asking figure (the estimate's when nothing was asked), the strategy to start from, weak evidence and item changed since when either applies (a decision is no change to what it is worth); Ask what it is worth, shown when none was made, takes you to the Value panel's form, where the currency and the place are yours to give; the row reads the new guidance as soon as the panel writes it Muse Spark proposes, the rules keep what a page backs; see Value an item
What it is good for the project templates in the catalog with a requirement this kind of item fills, named with the requirement; then Ask for ideas the templates are the rules, from the item's type against each requirement's kinds; the ideas are the model's proposals, shown under Ideas from the model
Parts it still needs the open searches from this item with their candidate counts, the Marketplace search to run, and a link to Find a part the inventory
What it could look like a link to the picture section draw on request when enabled
Decision Keep and fix, Keep and build, Sell, Give away, Not worth it, with a note; an item a selected project counts on says so first: Reserved by : selling or giving it away breaks that build you

Ask for ideas has Muse Spark propose up to three uses for the item: a title, what it would do, what else it needs that the item does not bring, the effort (low, medium or high) for a person with your skills, and one thing to check first. The brief it is given holds the item's accepted values, its condition, faults and tests done, your preferences (interests, skills, budget) and the templates the rules already found it fills; nothing else. The answer is kept on the item with the item version it was written from, says item changed since once the item is edited (including while the request is running), and is shown under the heading Ideas from the model, because that is what it is: the rules did not check it, and a part the tests do not call working is not working because an idea assumes it.

The decision sets the item's Plan (intent in the API: Keep and fix to keep, Keep and build to build, Sell and Give away to the same, Not worth it to keep, with the note saying why) and writes decided: <choice>: <note> into the item's history, so the why is kept beside the what. The version is bumped when the intent changes, a note is given, or the notes gain the repair steps; the same choice said again with nothing added is a line in the history and nothing more, so a guidance or an idea written before it stays current. Sell and Give away scroll to Prepare to sell or give away with the mode set; see Seller flow. The panel shows the last decision with its date.

The decision is yours even when a selected, building or done project counts on the item: the panel names the project above the buttons and does not stop you. A refused decision (the demo visitor, an item changed meanwhile, no connection) is said under the buttons and the note stays as typed; nothing scrolls, because nothing was decided. The choice carries the item version the panel showed: if the item changed in another tab since, the choice is refused, the item is reloaded, and you choose again from what it is now.

Everything on the panel is behind the access code: the demo visitor sees the demo line in its place.

Next

The picture controls draw an illustration on request with Muse Image when enabled. The other rows follow what their own panels learn: a search that finds its candidate counts here, a guidance redone after the item changed says so.

On a phone, the row labels sit above their answers so the panel fits the dialog.