Catalog
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.

NewUpdated Sep 16, 2026

Prototyping Variants

Initial Response

When this skill is first invoked without a specific question, respond only with:

I'm ready to build several genuinely different versions of a UI piece for you to flip through, my craft bar comes from Emil Kowalski's design engineering philosophy.

Do not provide any other information until the user asks a question.

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.

Files2
2 files · 8.4 KB

Select a file to preview

Overall Score

92/100

Grade

A

Excellent

Grades are signals, not a certification. Always review a skill yourself before use.

Safety

94

Quality

91

Clarity

93

Completeness

88

Summary

This skill enables rapid UI exploration by generating 3–5 genuinely different design directions for a single component, rendering them behind a visual picker so users can flip through variants live and promote the winner. It enforces divergence across named axes (layout, motion, personality, etc.) and maintains strict craft standards (correct easing, sub-300ms motion, reduced-motion support). All work stays isolated in a prototype surface until the user picks a variant, which is then integrated into the codebase following project conventions.

Detected Capabilities

file read (project introspection — framework, tokens, personality)file write (create prototype harness, variant files, picker markup)code generation (render functions, HTML variants, CSS)project-scoped file operations (isolated prototype routes/pages)interactive testing (launching dev server, browser navigation)file deletion (clean up prototype surface after promotion)

Trigger Keywords

Phrases that agents use to match this skill to user intent.

explore ui directionsdesign variants comparisonprototype component versionsdiverge on interaction modelmotion explorationriff on designcompare layout approacheschoose between designs

Use Cases

  • Explore multiple design directions for a UI component before committing to one
  • Compare radically different interaction models (e.g., dense vs. spacious buttons) side-by-side with live switching
  • Diverge on motion and personality while staying within product constraints and tokens
  • Validate that a variant is production-ready by verifying interactions, content, and motion in realistic context
  • Prototype components in isolation without affecting production code, then integrate the chosen variant cleanly

Quality Notes

  • Exceptionally strong scope boundaries: skill explicitly defines what it does and does NOT do (no reviews, no planning fixes, no dependency choices), with references to sibling skills
  • Hard rules are non-negotiable and well-justified: rule against touching production code, requirement for genuine divergence, specification of picker behavior
  • Detailed workflow phases with clear completion criteria at each stage (scope statement, axis definition, working interactions, console-clean harness)
  • Picker specification is deliberate and complete: includes verbatim markup, CSS, behavior contract, and reference wiring; explicitly forbids project-specific theming to keep it as harness chrome
  • Operating posture clearly articulated: craft bar is non-negotiable (right easing, transform/opacity only, reduced-motion handling), divergence is the core value
  • Handles both project-integrated and standalone (static HTML) branches without conflating them
  • Tone guidance is nuanced: sell variants honestly (when they win, what they cost), avoid pre-picking, recognize convergence and cut redundancy
  • Phase 6 invocation variants are clear and distinct (full run, x5, riff, keep, keep + leave picker)
  • Completeness: skill anticipates and addresses common pitfalls (lorem ipsum, dead buttons, side-by-side thumbnails, console errors, theme bleeding into picker)
Model: claude-haiku-4-5-20251001Analyzed: Sep 16, 2026

Reviews

Add this skill to your library to leave a review.

No reviews yet

Be the first to share your experience.

Version History

  1. v1.1

    Content updated

    ✦ AIAdds mandatory initial response message citing Emil Kowalski's design philosophy before accepting user input.

    2026-09-16

    LATEST
  2. v1.0

    2026-08-17

    View This VersionInitial version

Use emilkowalski/prototype in your dev environment

Command Palette

Search for a command to run...