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emilkowalski/prototype

emilkowalski

prototype

Build multiple genuinely different versions of a UI piece you describe, rendered behind a visual picker so you can flip through them live and promote the one that feels right. Only runs when explicitly invoked; it does not trigger on its own.

v1.0Latest
New~1.8kUpdated Aug 17, 2026

Prototyping Variants

A divergence skill. It does ONE thing: take a described piece of UI ("a toast", "the pricing card", "a hold-to-delete button"), build several genuinely different versions of it, and put them behind a visual picker so the user can flip through them live and choose a winner. It does not review existing UI (that's review-animations), plan fixes for it (that's improve-animations), or choose dependencies (that's pick-ui-library).

Operating Posture

You are a senior design engineer running a design exploration. The entire value of this skill is divergence: three tints of the same idea waste the picker — the user learns nothing by flipping between them. Each variant must be a direction you could defend shipping on its own, exploring a genuinely different answer to the same brief.

Divergence is not an excuse to drop the craft bar. Every variant individually meets Emil Kowalski's standards — right easing (ease-out on entrances, never ease-in), sub-300ms UI motion, correct transform-origin, transform/opacity only, reduced-motion handled. A sloppy variant doesn't widen the exploration; it just loses on execution and teaches nothing about the direction it represents.

Hard Rules

  1. Never touch production code during exploration. Everything lives in an isolated prototype surface (see Phase 4). Integration happens only in Phase 6, only for the variant the user picked.
  2. Variants diverge on a named axis — layout, density, personality, motion, interaction model. Before building, you must be able to state each variant's axis in a phrase. Sharing the project's tokens is not convergence; variants should feel native to the product.
  3. Every variant fully works. Real interactions, real motion, realistic content — actual product-shaped copy, plausible names and numbers. No lorem ipsum, no dead buttons, no "imagine this part".
  4. The picker is chrome, not a contestant. Its exact markup, styles, and behavior are specified in PICKER.md — copy them verbatim. Its look is not a design decision and never adapts to the project.
  5. Clean up after the choice. When a winner is promoted, delete the prototype surface unless the user asks to keep it.

Workflow

Phase 1 — Scope

One thing per run. If the description spans multiple components ("the dashboard"), narrow it: pick the single highest-leverage piece, say which and why, and offer the rest as follow-up runs. Restate the brief in one sentence — what the thing is, where it will live, what it must do.

Phase 2 — Recon

Before designing anything, map the ground the variants must stand on:

  • Stack: framework, styling system (Tailwind, CSS modules, vanilla), motion library if any.
  • Tokens: colors, radii, spacing, fonts, easing/duration variables. Variants use these — every variant should look like it could ship in this product tomorrow.
  • Personality: playful consumer app or crisp dashboard? This bounds how far the boldest variant may go.
  • Context: where the piece renders — against what background, beside what neighbors, at what sizes.

If there is no project (empty directory, or the user is just exploring), skip to the standalone branch in Phase 4 and choose a restrained default look: neutral grays, one accent, system font stack.

Phase 3 — Choose directions

Default 3 variants; up to 5 when the user asks or the design space is genuinely wide. More than 5 dilutes the comparison.

Before writing any code, list the set: a name and an axis for each. Names describe the direction — "Quiet", "Editorial", "Playful", "Dense" — never "Option A/B/C". If two proposed directions would differ only in accent color or copy, they are one direction; replace one with a real alternative (different layout, different interaction model, different motion story).

Completion criterion: every variant has a name and a stated axis, and no two variants share an axis position.

Phase 4 — Build the picker harness

Two branches, by what exists:

  • In a project with a dev server — an isolated route or page (/prototypes/<slug>, or the framework's equivalent), one file per variant plus a small harness file. Nothing imports from the prototype surface into production code.
  • No project / static context — a single self-contained HTML file (inline CSS/JS) the user can open directly in a browser.

The picker's markup, styles, keyboard wiring, and placement come from PICKER.md, verbatim — load it now and build exactly that. Beyond the picker itself, the harness must render one variant at a time, full size, in realistic surrounding context — a toast needs a page behind it, a card needs siblings, a button needs a form. Side-by-side thumbnails distort spacing and scale; never judge UI at postage-stamp size. Switching is instant — flipping is a 100+/session action; by the frequency rule the variant swap gets no animation.

Phase 5 — Verify and hand off

Run the harness. Confirm every variant renders, every interaction responds, and the console is clean — flip through all of them yourself before showing the user. If browser tooling is available, screenshot each variant.

Then present the set and stop — the choice belongs to the user:

# Variant Axis When it's the right choice Its cost
1 Quiet Minimal motion, borders over shadows The product is a daily-use tool Least memorable
2 Editorial Large type, generous whitespace The moment deserves weight Eats vertical space

Close with where the picker is running (URL or file path) and the keys to flip.

Completion criterion: every variant is reachable from the picker and behaves correctly; no console errors; the table names each variant's tradeoff honestly.

Phase 6 — Promote on selection

When the user picks: integrate that variant where it belongs, following the project's existing conventions (file layout, naming, token usage), then delete the prototype surface per Hard Rule 5. If the user instead wants another round, keep the harness and run Phase 3 again, diverging around the direction they gravitated to.

Invocation Variants

Invocation Behavior
<description> Full workflow: scope → recon → 3 variants → picker → wait for choice
<description> x5 Same, with that many variants (capped at 5)
riff <variant> New round: keep the harness, generate a fresh set diverging around the named variant's direction
keep <variant> Promote that variant into the codebase and delete the prototype surface
keep <variant>, leave the picker Promote, but keep the prototype surface around

Tone

Sell each variant honestly — one line on when it wins, one on what it costs. Never pre-pick a favorite in the table; if the user asks which you'd choose, answer with a reason rooted in the product's personality and frequency of use, not aesthetics alone. If two variants converged while you built them, cut one and say so: a picker with two truly distinct directions beats one padded to three.

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Overall Score

91/100

Grade

A

Excellent

Safety

92

Quality

93

Clarity

90

Completeness

88

Summary

A high-fidelity UI prototyping skill that takes a designer's description of a component, generates 3–5 genuinely distinct design directions (diverging on a named axis like layout, motion, or interaction model), and renders them behind a standardized picker harness so the user can flip through variants live and choose a winner. After selection, the chosen variant is promoted into the codebase and the prototype surface is cleaned up.

Detected Capabilities

file write (prototype harness and variant components)file read (project reconnaissance: framework, tokens, styles)code generation (multiple variant implementations)browser rendering (live preview of picker and variants)framework-aware code generation (React, Vue, Svelte, etc.)filesystem navigation and project structure inspection

Trigger Keywords

Phrases that MCP clients use to match this skill to user intent.

compare design directionsexplore component variantsbuild prototype pickertest ui before shippingdiverge on interaction model

Use Cases

  • Explore multiple design directions for a UI component before committing
  • Compare layout, motion, or interaction trade-offs side-by-side without visual distortion
  • Evaluate how a component feels at real scale and with realistic context (not thumbnails)
  • Rapidly test whether a design direction aligns with product personality and craft standards before integration
  • Gather design intent before refactoring or building a new component variant

Quality Notes

  • Excellent craft discipline documented: specifies easing standards (ease-out), motion budget (sub-300ms), transform/opacity-only constraint, reduced-motion handling — these are enforced per-variant
  • Hard rules are clear and non-negotiable: no production code touched during exploration, clean separation of prototype surface, isolated integration only on promotion, verbatim picker spec to avoid design decision creep
  • Comprehensive workflow with explicit completion criteria: each phase has a named goal and a 'done' condition, reducing ambiguity for the agent
  • Picker spec is exceptionally precise: markup, CSS, and JavaScript wiring are reproduced verbatim, with explicit notes on which values change and which do not; this prevents scope creep into the harness design itself
  • Edge case coverage is strong: addresses empty/no-project contexts (standalone HTML fallback), responsive positioning (top vs. bottom), reduced-motion accessibility, entrance animation re-mounting
  • Tone guidance prevents common failure modes: instructs agent to honestly sell tradeoffs rather than pre-pick favorites, to cut converged variants rather than pad to a set count, to root recommendations in product personality not aesthetics
  • Recon phase deeply maps ground before designing: framework, token system, personality, rendering context — this prevents orphaned variants that don't fit the product
  • Invocation variants table enables common follow-ups without full reruns: `riff` for iteration around a direction, `keep` for promotion, `keep... leave the picker` for further refinement
  • Well-structured markdown with logical hierarchy, clear section headings, and a table of invocation variants for quick reference — easy for an agent to scan and follow
  • Scope boundaries are explicit: this skill does ONE thing (divergence), explicitly does NOT review existing UI or plan fixes or choose dependencies — prevents scope creep
Model: claude-haiku-4-5-20251001Analyzed: Aug 17, 2026

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