prototype

emilkowalski/skills · Agent Skill

建立幾個真正不同的使用者介面選項來視覺化選擇器,以便評估和推廣最強的方向。

前往安裝 ↓

總覽

發布者emilkowalski社群
儲存庫emilkowalski/skills ↗
技能資料夾prototype
星49,875
分支2,906
附帶檔案2
授權MIT
最近更新2026年10月11日
連結技能原始碼 ↗ · 儲存庫 ↗

Mozgi 檢查

我們在技能檔案中發現的內容。詳細資訊需訂閱。

安全性
中等風險 · 發現 1 個需要注意的地方
相容性
僅含說明 — 適用於多數代理
相似技能
找到 139 個相似技能
訂閱另含

安裝

技能就是一個含 SKILL.md 的資料夾。選擇你的代理,在專案根目錄的終端機(macOS、Linux 或 Windows 的 Git Bash)執行指令。

把提示貼到 Claude、Codex 或其他助理:它會自行檢查並安裝技能。

Install the “prototype” skill from mozgi.io (https://mozgi.io/skills/emilkowalski-prototype/) for me.

1. Download the archive: https://mozgi.io/skills/emilkowalski-prototype/download
   If it fails, take the skill folder from the source: https://github.com/emilkowalski/skills/tree/main/skills/prototype
2. Read SKILL.md and the other files. Check the skill is safe: no hidden commands, no sending data elsewhere, no scripts doing something other than described. If anything looks suspicious, stop and tell me.
3. Put the “prototype” folder into your agent's skills folder: .claude/skills/ for Claude Code, .agents/skills/ for Codex, .cursor/skills/ for Cursor, .gemini/skills/ for Gemini CLI. Inside the project if we are in one, otherwise in the home folder (~/.claude/skills/ etc.).
4. Make sure <skills folder>/prototype/SKILL.md exists.
5. Briefly tell me what this skill does and offer to try it on my task.

If you cannot do a step yourself, tell me what to click or type.

技能檔案

2 個檔案 下載 ZIP

安裝前請先檢視 SKILL.md 與相關檔案。點擊檔案即可預覽。

SKILL.md 內容

作者原文 · 唯讀

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.

常見問題

prototype 技能有什麼用途?

建立幾個真正不同的使用者介面選項來視覺化選擇器,以便評估和推廣最強的方向。

如何安裝 prototype?

打開本頁的「安裝」區塊並選擇你的代理 — Claude Code、Codex、Cursor 或 Gemini CLI:那裡有把技能資料夾複製到正確位置的現成指令。也可以複製「透過助理」分頁中的提示,讓助理自行檢查並安裝技能。

prototype 適用哪些 AI 模型?

技能是純 Markdown 指示(Agent Skills 格式),因此 prototype 適用任何讀取 SKILL.md 的代理:Claude Code、Codex、Cursor、Gemini CLI、GitHub Copilot、OpenCode 等。只有在任務符合技能描述時,模型才會載入指示。

prototype 是免費的嗎?

此技能由 emilkowalski 公開發布,採用 MIT 授權。技能本身免費 — 你只需向 AI 供應商支付實際使用的 token 費用。

安裝技能安全嗎?

技能是代理會遵循的指示,安裝前請閱讀 SKILL.md 及相關檔案。技能資料夾中的腳本只有在代理執行時才會運行 — 留意它的動作,不要授予多餘權限。

技能和 MCP 伺服器或外掛有何不同?

MCP 伺服器或外掛為模型提供新工具 — 會執行並回傳結果的程式碼。技能提供的是知識與流程:如何處理任務、要遵循哪些步驟、好的成果長什麼樣子。它不需要伺服器或 API 金鑰。

相關技能

所有技能 →