Requirement status
docs/requirements-catalog.csv · status map: packages/curriculum/src/requirements/status.ts.KID-001
Kid experience
Kids shall enter through an age-appropriate home experience that presents one primary mission, progress, and a small set of choices.
Acceptance: A child can identify what to do next within one screen.
One screen: greeting, one big next-mission card, Skill Passport progress, booked Money Lab, two more options.
/kidKID-002
Kid experience
Missions shall follow a repeatable pattern: hook/story → decision → explanation → real-world or play-money practice → reflection → transfer challenge.
Acceptance: Every published mission includes all six components or an approved exception.
Mission player enforces story → choice → explain → practice → reflect → transfer; publish readiness checks all six.
packages/curriculum/src/schema.tsKID-003
Kid experience
Kids shall be able to complete core missions without disclosing household income, balances, or sensitive family circumstances.
Acceptance: No core mission requires private financial data.
No mission asks for private financial data; the privacy gate blocks household-finance prompts.
packages/curriculum/src/quality/lexicon.tsKID-004
Kid experience
The platform shall support distinct learner modes for ages 5–7, 8–12, 13–15, and 16–17.
Acceptance: The same topic can render different language, complexity, activity, and autonomy by age band.
All four learner modes are modeled; the $5 Challenge renders distinct 5–7 (pretend play with a grown-up), 8–12 (weekly plan) and 13–15 (work-time) versions, and the degree mission a 16–17 version. Teen lessons are never shrunk for younger bands.
packages/curriculum/src/missions/five-dollar-challenge.tspackages/curriculum/src/missions/missions.test.tsKID-005
Kid experience
Younger learners shall use more pretend play, visual choice, parent participation, and simple cause/effect.
Acceptance: 5–7 missions can be completed with minimal reading.
The $5 Challenge has a 5–7 version: pretend-play store, picture choices, tap-only answers, read-aloud and a “play this together” prompt, with every line within the 5–7 reading ceiling (tested). More 5–7 missions (store game, work earns money) are still to write.
packages/curriculum/src/missions/five-dollar-challenge.tsKID-006
Kid experience
Middle-childhood learners shall practice opportunity cost, planning, earning, saving, advertising awareness, and simple entrepreneurship.
Acceptance: 8–12 catalog contains varied real-world scenarios across those skills.
8–12 catalog covers opportunity cost, earning/entrepreneurship, agreements and advertising awareness; planning and saving missions still to write.
KID-007
Kid experience
Early-teen learners shall practice digital spending, subscriptions, scams, first income, total cost, contracts, and career/education choices.
Acceptance: 13–15 missions include explicit transfer exercises.
13–15 has the $5 Challenge work-time variant with an explicit transfer exercise; subscriptions, scams, contracts and career missions still to write.
KID-008
Kid experience
Older-teen learners shall practice paycheck interpretation, benefits, credit/borrowing, car and education decisions, insurance/risk, and investing fundamentals.
Acceptance: 16–17 content is educational and avoids trading encouragement.
16–17 has The $300,000 Degree? (pilot) with no trading encouragement; paycheck, credit, insurance and investing missions still to write.
KID-009
Kid experience
The platform shall use a “Skill Passport” rather than a single financial score.
Acceptance: Learners see specific skills practiced and context, not wealth ranking or a universal grade.
Skill Passport lists specific skills with evidence — no score, grade or ranking.
/kid/passport/parentKID-010
Kid experience
Skill evidence shall distinguish scenario understanding, self-reported practice, parent-observed practice, and facilitator-observed practice.
Acceptance: Progress labels show evidence type.
Evidence is always labeled by type: scenario and transfer (missions), self-reported (“I tried it in real life” on the passport, once per skill per day), parent-observed and facilitator-observed.
packages/curriculum/src/taxonomy.ts/kid/passportKID-011
Kid experience
Kids shall be able to explain or revise a choice; the platform shall not reward only the cheapest or most frugal option.
Acceptance: A well-explained spend decision can earn successful completion when it meets the learning objective.
Success requires naming the tradeoff, not choosing the cheapest option; learners can revise. Covered by unit tests.
packages/curriculum/src/evaluation.tspackages/curriculum/src/evaluation.test.tsKID-012
Kid experience
The platform shall avoid public leaderboards based on money saved, family wealth, allowance size, or real-dollar balances.
Acceptance: Gamification ranks no child by financial resources.
No leaderboards or rankings exist anywhere.
KID-013
Kid experience
Kids shall earn non-cash recognition for practice, explanation, persistence, and transfer of skills.
Acceptance: Badges/coins relate to skills and effort.
Non-cash Skill Stars for explanation, transfer and persistence (“kept going”).
KID-014
Kid experience
Real-world activities shall include a no-spend/play-money alternative.
Acceptance: Families can participate regardless of discretionary budget.
Play-money practice in every mission; every parent activity has a no-spend option.
KID-015
Kid experience
The learner shall be able to pause or exit sensitive activities without penalty.
Acceptance: No streak loss or shame language occurs when a mission is skipped.
“I'll finish later” saves progress on every step; no streaks, no penalty, no shame copy.
KID-016
Kid experience
The platform shall support accessibility alternatives for text, audio, visual, motor, and reading needs.
Acceptance: Each mission can offer alternate representation and response methods.
Read-aloud (text-to-speech) on every step, tap-to-choose responses, keyboard/focus management, reduced motion. No recorded audio, symbol-based or switch-access variants yet.
KID-017
Kid experience
Kids shall not be encouraged to disclose personal family financial conflict in peer spaces.
Acceptance: Prompts focus on fictional or voluntary examples.
Stories are fictional; reflections are private; the privacy gate flags peer-disclosure prompts.
KID-018
Kid experience
The product shall not use shame, fear, or anxiety as a motivation strategy.
Acceptance: Editorial review flags scarcity/fear messaging aimed at children.
Tone gate flags shame, fear, labels and universal rules; seed content passes.
packages/curriculum/src/qualityKID-019
Kid experience
The platform shall include “future self” and long-term thinking activities while keeping goals age-appropriate and reversible.
Acceptance: Learners can revisit and change aspirational goals without being marked wrong.
No future-self or long-term goal activities yet.
KID-020
Kid experience
Kids shall have a safe completion celebration that reinforces the skill learned, not a product purchase.
Acceptance: Completion screen names the skill and next practice opportunity.
Celebration names the skill, shows evidence and a real-life practice tip — never a product.