Skip to main content
skill Claude Code CX Codex Cursor GitHub Copilot

prototype · emilkowalski — Claude Code skill: what it does, how to install

The skill builds several genuinely different versions of one piece of UI and puts them behind a visual picker, so you flip through them live and keep the one that feels right.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add emilkowalski/skills --skill prototype -a claude-code
Open on GitHub

What prototype does

Give it a description of one piece of UI: a toast, a pricing card, a hold-to-delete button. It builds several answers to that same brief, three by default. Each variant diverges on a named axis, whether layout, density, personality, motion or interaction model. Three tints of one idea waste the picker, because there is nothing to learn by flipping between them.

Exploration stays in an isolated surface: a route like /prototypes/ when the project has a dev server, or a single HTML file with inline CSS and JS when there is no project. One variant renders at a time, full size, in realistic surroundings. A toast needs a page behind it. Flipping is instant and keyboard-driven, and the picker's markup and keys come from PICKER.md verbatim. Production code stays untouched until you choose.

Craft rules apply to every variant: ease-out on entrances, motion under 300 ms, transform and opacity only, reduced-motion handled. On selection the winner is integrated following the project's conventions and the prototype surface is deleted. The skill runs only when invoked by hand. Worth installing when you are exploring directions for a single component; it does not review or fix UI you already have.

What it helps with

  • compare three different takes on the same toast and pick one
  • view pricing card variants at full size in context instead of as thumbnails
  • try out interaction models for a hold-to-delete button
  • check entrance motion with reduced-motion switched on
  • promote the winning variant into the project and delete the prototype surface

Example prompts for the agent

  • Prototype a toast: build three variants and put them behind the picker
  • Build the pricing card prototype at `/prototypes/pricing`, diverge on density
  • Show me hold-to-delete button variants and wait for my pick

How to install prototype

1Skills CLI (Vercel)

npx skills add emilkowalski/skills --skill prototype -a claude-code

2Manually: put the files in place

~/.claude/skills/prototype/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/prototype/

From the same set15

The whole set →
emil-design-eng emilkowalski This skill guides UI polish, component details, and animation choices. Use it when an interface works but its states and transitions need closer review. Claude Code CX Codex Cursor +1 385,500installs review-animations emilkowalski Reviews UI animation and motion code against Emil Kowalski's design standards. Flags slow easings, non-GPU properties, and unnecessary transitions. Claude Code CX Codex Cursor +1 254,100installs apple-design emilkowalski Translates Apple's fluid interface principles from WWDC talks into web code with Pointer Events and spring physics. Essential for gesture-driven sheets, drags, and sliders. Claude Code CX Codex Cursor +1 242,100installs animation-vocabulary emilkowalski This skill maps a vague web animation description to the right term. Use it when you need wording for an AI prompt or a designer. Claude Code CX Codex Cursor +1 236,900installs improve-animations emilkowalski Surveys motion and animation code across your project, then generates self-contained fix plans. It spots janky keyframes and poor easing without altering source files. Claude Code CX Codex Cursor +1 222,000installs find-animation-opportunities emilkowalski Scans a codebase or UI for motion that would clarify states and interactions, while rejecting decoration that gets in the way. It is read-only. Claude Code CX Codex Cursor +1 206,800installs pick-ui-library emilkowalski A skill that maps a frontend task to one library from Emil Kowalski's curated list: toasts, charts, OTP fields, virtualization, drag and drop. Runs only when you call it. Claude Code CX Codex Cursor +1 183,400installs animate emilkowalski Builds UI animations from scratch following Emil Kowalski's motion philosophy. Use it when adding motion, transitions, or component interactions. Claude Code CX Codex Cursor +1 170,400installs

Other versions of prototype

Similar

turborepo vercel Configures Turborepo monorepos and troubleshoots task pipelines. Useful when editing turbo.json, setting up caching, or fixing CI builds. Claude Code CX Codex Cursor +1 84,600installs vercel-react-view-transitions vercel This skill guides React View Transition API work for route changes, shared elements, component enter and exit, and list reordering. It fits UI state changes without a third-party animation library. Claude Code CX Codex Cursor +1 166,700installs migrate-radix-to-base shadcn-ui Migrates React components and full projects from Radix UI to Base UI (@base-ui/react). Useful when switching the underlying primitives in shadcn/ui projects. Claude Code CX Codex Cursor +1 30,100installs hallmark Nutlope Enforces strict frontend design constraints to stop coding assistants from producing generic, AI-looking web pages. Claude Code CX Codex Cursor +1 69,100installs frontend-design official anthropics This skill guides intentional visual design for new interfaces and redesigns. Use it when a generic generated UI is not enough. Claude Code Claude.ai 1,025,790installs design-taste-frontend Leonxlnx This skill directs the design of public pages and work screens, then checks the result in a browser through screenshots. Use it when an interface feels generic or unfinished. Claude Code CX Codex Cursor +1 673,100installs prototype Matt Pocock Creates throwaway prototypes for checking state logic or exploring UI before committing the decision to the main codebase. Claude Code 986,201installs hyperframes heygen-com Instructs coding agents on creating, validating, and rendering HTML-based videos using the HyperFrames framework and CLI. Claude Code CX Codex Cursor +1 1,200,000installs

Questions about prototype

How do I install prototype in Claude Code?

Run npx skills add emilkowalski/skills --skill prototype -a claude-code. The skill lands at ~/.claude/skills/prototype/SKILL.md.

What does the prototype skill do?

It builds several different versions of the component you describe and shows them one at a time behind a visual picker. You flip through and choose the direction you want.

How is it different from reviewing or improving existing UI?

It only does exploration. Existing screens are left alone, and no fix plan comes out of a run; its output is a set of variants for one component plus your pick.

Source text

SKILL.md · MIT
---
name: prototype
description: 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.
disable-model-invocation: 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](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](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.

© emilkowalski · MIT · emilkowalski/skills

See also

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor