Prototyping Variants

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.

How to use it

Claude Code
  1. Run the line below. It pulls the whole folder into ~/.claude/skills/prototype, including the files SKILL.md points to.
  2. Describe your job in plain words. Claude Code follows the skill from there.
Claude Code — installs the whole folder, not just SKILL.md
npx degit emilkowalski/skills/skills/prototype#main ~/.claude/skills/prototype

For one project only, change the path to .claude/skills/prototype. This skill also uses PICKER.md — copying SKILL.md alone won't be enough. See the folder on GitHub.

Claude (web or desktop app)
  1. On this page open ⋯ → Download .md.
  2. Save it as SKILL.md in a folder, zip the folder, then Customize → Skills → + → Create skill → Upload a skill.
  3. Pick the file and Save. Claude shows the name and description and runs a security scan.
  4. Check the skill is switched on.
  5. Start a new chat and describe your job in plain words. The AI follows the skill from there.
ChatGPT or another app
  1. ChatGPT: make a Project and paste it into Instructions.
  2. Neither? Paste it at the top of a new chat — it works for that chat.
Not working?
  • Check which app you pasted it into — the steps above name the right one.
  • Some skills need the paid tier of Claude or ChatGPT.
Step-by-step guide with screenshots · Ask in the forum

Paste into Claude, ChatGPT or Cursor.

Source of Prototyping Variants

Show the full text99 lines
namedescriptiondisable-model-invocation
prototypeBuild 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.true

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.

1---
2name: prototype
3description: 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.
4disable-model-invocation: true
5---
6 
7# Prototyping Variants
8 
9## Initial Response
10 
11When this skill is first invoked without a specific question, respond only with:
12 
13> 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.
14 
15Do not provide any other information until the user asks a question.
16 
17A 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`).
18 
19## Operating Posture
20 
21You 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.
22 
23Divergence 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.
24 
25## Hard Rules
26 
271. **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.
282. **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.
293. **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".
304. **The picker is chrome, not a contestant.** Its exact markup, styles, and behavior are specified in [PICKER.md](PICKER.md) — copy them verbatim. Its look is not a design decision and never adapts to the project.
315. **Clean up after the choice.** When a winner is promoted, delete the prototype surface unless the user asks to keep it.
32 
33## Workflow
34 
35### Phase 1 — Scope
36 
37One 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.
38 
39### Phase 2 — Recon
40 
41Before designing anything, map the ground the variants must stand on:
42 
43- **Stack**: framework, styling system (Tailwind, CSS modules, vanilla), motion library if any.
44- **Tokens**: colors, radii, spacing, fonts, easing/duration variables. Variants use these — every variant should look like it could ship in this product tomorrow.
45- **Personality**: playful consumer app or crisp dashboard? This bounds how far the boldest variant may go.
46- **Context**: where the piece renders — against what background, beside what neighbors, at what sizes.
47 
48If 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.
49 
50### Phase 3 — Choose directions
51 
52Default **3 variants**; up to 5 when the user asks or the design space is genuinely wide. More than 5 dilutes the comparison.
53 
54Before 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).
55 
56**Completion criterion:** every variant has a name and a stated axis, and no two variants share an axis position.
57 
58### Phase 4 — Build the picker harness
59 
60Two branches, by what exists:
61 
62- **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.
63- **No project / static context** — a single self-contained HTML file (inline CSS/JS) the user can open directly in a browser.
64 
65The picker's markup, styles, keyboard wiring, and placement come from [PICKER.md](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.
66 
67### Phase 5 — Verify and hand off
68 
69Run 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.
70 
71Then present the set and **stop — the choice belongs to the user**:
72 
73| # | Variant | Axis | When it's the right choice | Its cost |
74| --- | --- | --- | --- | --- |
75| 1 | Quiet | Minimal motion, borders over shadows | The product is a daily-use tool | Least memorable |
76| 2 | Editorial | Large type, generous whitespace | The moment deserves weight | Eats vertical space |
77 
78Close with where the picker is running (URL or file path) and the keys to flip.
79 
80**Completion criterion:** every variant is reachable from the picker and behaves correctly; no console errors; the table names each variant's tradeoff honestly.
81 
82### Phase 6 — Promote on selection
83 
84When 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.
85 
86## Invocation Variants
87 
88| Invocation | Behavior |
89| --- | --- |
90| `<description>` | Full workflow: scope → recon → 3 variants → picker → wait for choice |
91| `<description> x5` | Same, with that many variants (capped at 5) |
92| `riff <variant>` | New round: keep the harness, generate a fresh set diverging around the named variant's direction |
93| `keep <variant>` | Promote that variant into the codebase and delete the prototype surface |
94| `keep <variant>, leave the picker` | Promote, but keep the prototype surface around |
95 
96## Tone
97 
98Sell 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.
99 

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