scout_journey
Measure real-task ease by walking a first-time user's click path, then report interaction cost, screens visited, and backtracks that signal discoverability problems.
Instructions
Measure how EASY a real task is, not just whether it works — the question pass/fail e2e suites never answer. Wrap one user goal: scout_journey {action:'start', goal:'Create an order'}, perform it the way a first-time user would (navigate by CLICKING through the UI, not by jumping to a known deep URL — a shortcut invalidates the measurement), then scout_journey {action:'end', completed:true|false}. Returns interaction cost (clicks, navigations, distinct screens, elapsed), the actual path taken, and friction signals: BACKTRACKS (returning to a screen already left — the clearest sign the next step wasn't discoverable), screen count, and over-interaction. Run it on each module's primary journey; an abandoned journey is a high-severity finding.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| goal | No | For start: the user-facing task, e.g. 'Create an order and assign it' | |
| note | No | For end: what made it hard or easy, in one line | |
| action | Yes | 'start' before attempting the task, 'end' when done or blocked | |
| session | No | Target this session directly instead of the active one — pass it explicitly when dispatching to MULTIPLE sessions in one turn (e.g. two scout_click calls with different `session`), which then run CONCURRENTLY rather than queueing. Omit for single-session sequential use. | |
| completed | No | For end: did the user actually achieve the goal? false is a strong finding. |