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Try a design idea before committing to it
Use a small working experiment to answer one unresolved question.
One question that needs a working example and a separate prototype workspace.
Skill name /prototype
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You’ll need: One question that needs a working example and a separate prototype workspace.
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Prototype this one unresolved question: [question]. Choose either a self-contained logic demo or several structurally different UI variants. Keep production concerns out and return the answer the prototype revealed.
What happens nextThe experiment gives you something concrete to inspect and an answer to the original question.
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Help me install /prototype from MattEspo23/skills v0.1.2 in this project.
Review the package instructions and supporting files first. Include these Skills: prototype.
Use the command for the agent I am using:
Add to Codex:
npx skills@latest add 'MattEspo23/skills#v0.1.2' --skill prototype --agent codex --copy
Add to Claude Code:
npx skills@latest add 'MattEspo23/skills#v0.1.2' --skill prototype --agent claude-code --copy
Show me where the files will go before making changes. Preserve existing Skills and customizations. Stop if the release, supporting Skills, or target agent cannot be verified. Do not run the Skill or change external services during setup.
After installation, explain how I can use /prototype and what access it needs.
What happens nextYour agent should review and add /prototype, then explain how to use /prototype. Stop if a dependency or version cannot be verified.
No additional supporting Skill is required by this package. Source version: v0.1.2.
Prefer a terminal command?
Add to Codex
npx skills@latest add 'MattEspo23/skills#v0.1.2' --skill prototype --agent codex --copy
Add to Claude Code
npx skills@latest add 'MattEspo23/skills#v0.1.2' --skill prototype --agent claude-code --copy
Installing copies the instructions into your chosen agent. It does not run the Skill or configure project tools.
Keep the package’s supporting files, LICENSE and NOTICE together with the Skill instructions.
Full notes & source materialThe complete original text, examples and reference details.
These are the complete original notes. Planned videos and services mentioned here may not be available yet; the actions above reflect what you can use on this site now.
Write throwaway code that answers one design or behavior question you cannot settle by talking.
Watch

Skill Vault video planned · Video planned
Install
Public release v0.1.2 — install the latest source or pin the tested release.
Install latest
npx skills@latest add MattEspo23/skills --skill prototype
Reproducible install
npx skills@latest add 'MattEspo23/skills#v0.1.2' --skill prototype
Clean installs are verified for Codex and Claude Code. The installer copies editable files into the selected agent; review every Skill before giving it tool access.
This is the public, editable adapted baseline. Its deeper Espo-specific revision and Skill Vault video are planned; the released source can be installed now.
What it does
prototype writes throwaway code that answers a question — does this state model feel right, or what should this screen look like. The question comes first and decides the shape of everything that follows; a prototype that answers the wrong question is pure waste, however good it looks.
Throwaway is a constraint on how the code is written, not a promise to destroy it. No tests, no error handling beyond what makes it run, no abstractions, no persistence — because none of that helps you learn the one thing you're trying to learn. What survives is the answer, folded into the real code, and the prototype itself, parked on a branch out of main as the evidence the answer came from.
When to reach for it
Type /prototype, or the agent reaches for it automatically when a task fits.
Reach for it the moment you hit a question you can't settle by talking — a state machine whose edge cases you can't hold in your head, a screen you can't picture until you see three versions side by side. Grilling sessions balloon on exactly these questions: the agent rephrases, you guess, and the scope grows to fill the uncertainty. Stop grilling, build the throwaway version, look at it, then answer in one line. If instead something already built is misbehaving and you want to know why, use diagnosing-bugs — prototyping explores what to build, not why the built thing is broken.
You will also arrive here without choosing to. wayfinder files prototype decision tickets on its map, and working one is this skill.
Two branches
The question picks the branch, and the branches produce very different artifacts:
- "Does this logic / state model feel right?" — a single shareable HTML file. One self-contained page, no build and no server, that someone opens by double-clicking. It carries a labelled state panel that re-renders after every click, free-play buttons for poking at the model in any order, and tabbed guided walkthroughs — one scenario per tab, each with the ordered buttons to press underneath it. Everything is labelled in domain language, so you can hand it to a designer, a PM or a domain expert and let them feel the model themselves. The logic behind the page is a small pure module — a reducer, a machine, a set of functions — kept clean of the DOM so the validated version lifts straight into the real code.
- "What should this look like?" — several radically different UI variations on one route, switchable from a floating bottom bar and a
?variant=URL param. Variants must disagree about structure, not colour; three tweaked card grids is wallpaper, not a prototype. They render inside a real page wherever possible, against real data and real density, because a variant judged in a vacuum always looks fine.
Both keep state in memory, start with no thinking required, and show you the full state after every step. The moment you find yourself hardening one — adding a test, wiring the real database, generalising for a case you might want later — you have stopped prototyping.
The prototype is a primary source
A finished prototype leaves two things, and they go to different places.
The answer — the verdict plus the question it settled — is captured durably: a commit message, an ADR, the implementation issue. That is what the main branch keeps, folded into the real code.
The prototype is the runnable evidence the answer came from, and it is not deleted. It doesn't belong in main either — there is nothing there to maintain and it rots fast — so it is committed to a throwaway prototype/<name> branch out of main, never merged, with a context pointer to that branch left on the implementation issue. Main stays clean; the exploration stays findable and re-runnable by whoever picks the work up next.
Common questions
Wait — isn't the prototype supposed to be deleted?
Not any more. It used to be: build it, keep the answer, bin the code. The sharpest objection to that was never about speed — it was who picks up the work next session, and what do they have to work from? A prose summary of a prototype loses the thing that made it convincing. So the prototype is now treated as a primary source: it lands on a prototype/<name> branch out of main and the implementation issue points at it. What changed is where the code lives, not the discipline — it still never merges into main.
It used to build a terminal app. Where did that go? The logic branch now emits a single shareable HTML file instead. A terminal app can only be driven by someone with the repo cloned and a runtime installed, which rules out exactly the people whose opinion the prototype needs — the designer, the PM, the domain expert who knows what the state model is supposed to mean. One self-contained file that opens by double-click and survives being emailed can be driven by anyone. The pure logic module underneath is unchanged, and is still the part that lifts into the real code.
An agent told me to /prototype when I should have been implementing.
Known, and it is a naming problem. prototype is a generic, appealing word that reads to a flow-unaware agent as "the obvious next step" once tickets exist, so it gets recommended by name even where the design was fully settled in conversation. If you already know what to build, the next step is /implement, per ticket. Reach for a prototype only when a specific design question is genuinely unresolved and talking won't resolve it.
Should I prototype the whole application before building any of its production features — say, to demo it to prospects? That is a different artifact wearing this skill's name. A prototype here is scoped to one question, and "what is the whole app?" isn't one. A full-app prototype has no natural stopping point, so it becomes the production app by momentum: the cleanup pass never happens, and code written under prototype rules — no tests, no error handling — ends up in front of users. If you need a sales demo, build it deliberately as a demo and be explicit that none of it is production. If you need to settle a design question, cut it down to that question.
How do I run it in its own session? A prototype lives in its own directory and generates a lot of context you don't want in the thread that asked the question, so run it somewhere else and bring back only the answer. handoff is the bridge in both directions.
Isn't this the fastest possible way to burn tokens? It can be, if you prototype questions you could have answered by talking, or let one prototype sprawl across a whole feature. The comparison that matters isn't tokens against zero; it's tokens against building the wrong state model and finding out after it has production callers. Keep the question narrow and the run short, and the spend stays proportionate.
It's working if
- You can say in one sentence what question the prototype exists to answer — and it's written at the top of the demo, not just in your head.
- Someone who doesn't read code can drive the logic demo. They open the file, press the buttons in a walkthrough tab, and describe what they see in their own words.
- Someone says "wait, that shouldn't be possible" or "huh, I assumed X". That's a bug in the idea, which is the entire point.
- The UI variants disagree about layout and information hierarchy, not just colour and copy — and the feedback you get is "the header from B with the sidebar from C".
- It is answered in one sitting. If you're still building it a day later, the question was too big; split it.
- When it's over, main contains the decision and none of the prototype, and the implementation issue points at the branch that still holds it.
Where it fits
prototype is a reach-for-it-anytime standalone — you drop into it to settle one design question, then drop back out — and it is also machinery another skill runs on.
Its largest consumer is wayfinder. A wayfinder map is made of decision tickets, and prototype is one of the four types a ticket can be: the one used when the blocking question is "how should this look" or "how should it behave", which no amount of discussion resolves. Wayfinder raises the fidelity of a foggy discussion by making something concrete to react to, and this skill is how that concrete thing gets built. A prototype ticket is resolved by the answer, and the prototype is linked from the map as an asset.
The other neighbours are upstream and downstream of that. grill-me and grill-with-docs answer grillable questions; the ungrillable ones come here instead, and the one-line answer goes back into the interview. Downstream, a validated state model or UI direction becomes settled input for to-spec, which can inline the decision-rich snippet the prototype produced rather than describing it in prose. For anything else, ask-espo routes you over the whole set.
Try it once
Use the core behavior in one conversation before installation. The repeatable Skill package is the primary path when you want the behavior available across future work.
Prototype this one unresolved question: [question]. Choose either a self-contained logic demo or several structurally different UI variants. Keep production concerns out and return the answer the prototype revealed.
Source & license
Released in EspoAI Skills v0.1.2; adapted from mattpocock/skills v1.2.3. The released package is skills/engineering/prototype/SKILL.md.
The public package is MIT-licensed and pinned here to the exact release commit. View the released EspoAI source
The adapted baseline preserves the upstream copyright, MIT permission notice, and pinned provenance. View the original pinned source
Skill package files
The full Skill text as copied from content/skill-vault/skills/prototype/. Supporting agent configuration files stay in that folder.
SKILL.md
---
name: prototype
description: Build a throwaway prototype to answer a design question. Use when the user wants to sanity-check whether a state model or logic feels right, or explore what a UI should look like.
---
# Prototype
A prototype is **throwaway code that answers a question**. The question decides the shape.
## Pick a branch
Identify which question is being answered — from the user's prompt, the surrounding code, or by asking if the user is around:
- **"Does this logic / state model feel right?"** → [LOGIC.md](LOGIC.md). Build a single shareable HTML file — free-play buttons plus tabbed guided walkthroughs — that pushes the state machine through cases that are hard to reason about on paper, and that a non-developer can drive.
- **"What should this look like?"** → [UI.md](UI.md). Generate several radically different UI variations on a single route, switchable via a URL search param and a floating bottom bar.
The two branches produce very different artifacts — getting this wrong wastes the whole prototype. If the question is genuinely ambiguous and the user isn't reachable, default to whichever branch better matches the surrounding code (a backend module → logic; a page or component → UI) and state the assumption at the top of the prototype.
## Rules that apply to both
1. **Throwaway from day one, and clearly marked as such.** Locate the prototype code close to where it will actually be used (next to the module or page it's prototyping for) so context is obvious — but name it so a casual reader can see it's a prototype, not production. For throwaway UI routes, obey whatever routing convention the project already uses; don't invent a new top-level structure.
2. **Trivial to run.** A UI prototype starts from one command in the project's task runner — `pnpm <name>`, `python <path>`, `bun <path>`, etc. A logic demo is a single HTML file the user double-clicks. Either way, no thinking required to start it.
3. **No persistence by default.** State lives in memory. Persistence is the thing the prototype is _checking_, not something it should depend on. If the question explicitly involves a database, hit a scratch DB or a local file with a clear "PROTOTYPE — wipe me" name.
4. **Skip the polish.** No tests, no error handling beyond what makes the prototype _runnable_, no abstractions. The point is to learn something fast.
5. **Surface the state.** After every action (logic) or on every variant switch (UI), print or render the full relevant state so the user can see what changed.
6. **Capture it when done.** Fold any validated decision into the real code, then capture the prototype itself as a **primary source**: commit it to a throwaway branch, out of main, and leave a context pointer to that branch on the implementation issue. Capture the answer too — the verdict and the question it settled — in the issue or a commit. The main branch keeps only the validated decision.
LOGIC.md
# Logic Prototype
A single, self-contained HTML file — a **shareable demo** — that lets anyone drive a state model by clicking buttons. Use this when the question is about **business logic, state transitions, or data shape** — the kind of thing that looks reasonable on paper but only feels wrong once you push it through real cases.
Because it's one file with nothing to install, you can hand it to a non-developer — a designer, a PM, a domain expert — and let them feel the model for themselves. So it speaks their language, not the code's.
## When this is the right shape
- "I'm not sure if this state machine handles the edge case where X then Y."
- "Does this data model actually let me represent the case where..."
- "I want to feel out what the API should look like before writing it."
- Anything where someone wants to **press buttons and watch state change**.
If the question is "what should this look like" — wrong branch. Use [UI.md](UI.md).
## Process
### 1. State the question
Before writing code, write down what state model and what question you're prototyping. One paragraph, at the top of the demo (in a visible intro, not just a comment). A logic prototype that answers the wrong question is pure waste — make the question explicit so it can be checked later, whether the user is watching now or returning to it AFK.
### 2. Isolate the logic in a portable module
Put the actual logic — the bit that's answering the question — in a single `<script>` block written as a small, pure module that could be lifted out and dropped into the real codebase later. The page around it is throwaway; this module isn't.
The right shape depends on the question:
- **A pure reducer** — `(state, action) => state`. Good when actions are discrete events and state is a single value.
- **A state machine** — explicit states and transitions. Good when "which actions are even legal right now" is part of the question.
- **A small set of pure functions** over a plain data type. Good when there's no implicit current state — just transformations.
- **A class or module with a clear method surface** when the logic genuinely owns ongoing internal state.
Pick whichever shape best fits the question being asked, *not* whichever is easiest to wire to a page. Keep it pure: no DOM, no `document`, no button handlers reaching inside it. The page calls into it; nothing flows the other direction. This is what makes the prototype useful past its own lifetime: once the question's answered, the validated reducer / machine / function set lifts into the real module on its own.
### 3. Build the shareable HTML file
One file, plain HTML/CSS/JS — no framework, no bundler, no server, everything inline so it opens by double-click and survives being emailed around. Anyone should be able to run it by opening it.
Write it for a non-developer. Every label is in **domain language**, not code — buttons and state read like the business, not the reducer. Explain in plain words what's happening.
Lay it out with a clean hierarchy, top to bottom:
1. **Title and one-line explanation** of what this demo lets you explore (the question from step 1).
2. **Current state** — the full relevant state, rendered as a readable panel (labelled fields, not a raw JSON dump), re-rendered after every click so the change is visible. Where it helps a non-developer follow, call out what just changed.
3. **Free-play buttons** — one button per action, always available, so anyone can poke at the model in any order. Each click dispatches its action and re-renders the state.
4. **Guided walkthroughs** — a set of **scenarios**, one per tab. Each tab holds a short plain-language description of the scenario — the situation it sets up and what to watch for — and underneath it, the ordered **buttons to press** for that scenario. Each step is a real button: clicking it performs that action and moves to the next step. Starting a walkthrough resets to a known initial state so the scenario runs the same way every time.
Choose scenarios that demonstrate the awkward cases — the happy path, a tricky edge case, an attempt at something that should be illegal — the ones hard to reason about on paper.
Keep it beautiful but restrained: clean typography, generous spacing, one accent colour. No animations, no gimmicks — nothing that competes with the state and the buttons.
### 4. Hand it over
Send them the file, or open it for them. They'll click through the walkthroughs and free-play whenever they get to it; the interesting moments are when they say "wait, that shouldn't be possible" or "huh, I assumed X would be different" — those are the bugs in the _idea_, which is the whole point. If they want new actions or a new scenario, add them. Prototypes evolve.
### 5. Capture the answer and the prototype
Once the prototype has answered its question, capture the answer, then capture the prototype the way the [SKILL](SKILL.md) describes. The logic-specific mapping: the validated reducer / machine / function set lifts into the real module (the decision, absorbed); the HTML shell rides along to the throwaway branch that keeps the prototype as a primary source — and being one self-contained file, it stays trivially re-runnable there.
## Anti-patterns
- **Don't add tests.** A prototype that needs tests is no longer a prototype.
- **Don't wire it to the real database.** Use in-memory state unless the question is specifically about persistence.
- **Don't generalise.** No "what if we wanted to support X later." The prototype answers one question.
- **Don't blur the logic and the page together.** If the pure module references the DOM, `document`, or button handlers, it's no longer liftable. Keep the page as a thin shell over a pure module.
- **Don't reach for a framework, bundler, or server.** One file the recipient double-clicks; a React app or a dev server defeats "shareable".
- **Don't ship the HTML shell into production.** The page is optimised for being clicked through by hand. The logic module behind it is the bit worth keeping.
UI.md
# UI Prototype
Generate **several radically different UI variations** on a single route, switchable from a floating bottom bar. The user flips between variants in the browser, picks one (or steals bits from each), then throws the rest away.
If the question is about logic/state rather than what something looks like — wrong branch. Use [LOGIC.md](LOGIC.md).
## When this is the right shape
- "What should this page look like?"
- "I want to see a few options for this dashboard before committing."
- "Try a different layout for the settings screen."
- Any time the user would otherwise spend a day picking between three vague mockups in their head.
## Two sub-shapes — strongly prefer sub-shape A
A UI prototype is much easier to judge when it's **butting up against the rest of the app** — real header, real sidebar, real data, real density. A throwaway route on its own is a vacuum: every variant looks fine in isolation. Default to sub-shape A whenever there's a plausible existing page to host the variants. Only reach for sub-shape B if the prototype genuinely has no nearby home.
### Sub-shape A — adjustment to an existing page (preferred)
The route already exists. Variants are rendered **on the same route**, gated by a `?variant=` URL search param. The existing data fetching, params, and auth all stay — only the rendering swaps. This is the default; pick it unless there's a specific reason not to.
If the prototype is for something that doesn't yet have a page but *would naturally live inside one* (a new section of the dashboard, a new card on the settings screen, a new step in an existing flow) — that's still sub-shape A. Mount the variants inside the host page.
### Sub-shape B — a new page (last resort)
Only use this when the thing being prototyped genuinely has no existing page to live inside — e.g. an entirely new top-level surface, or a flow that can't be embedded anywhere sensible.
Create a **throwaway route** following whatever routing convention the project already uses — don't invent a new top-level structure. Name it so it's obviously a prototype (e.g. include the word `prototype` in the path or filename). Same `?variant=` pattern.
Before committing to sub-shape B, sanity-check: is there really no existing page this could be embedded in? An empty route hides design problems that a populated one would expose.
In both sub-shapes the floating bottom bar is identical.
## Process
### 1. State the question and pick N
Default to **3 variants**. More than 5 stops being radically different and starts being noise — cap there.
Write down the plan in one line, in the prototype's location or a top-of-file comment:
> "Three variants of the settings page, switchable via `?variant=`, on the existing `/settings` route."
This works whether the user is here to push back or not.
### 2. Generate radically different variants
Draft each variant. Hold each one to:
- The page's purpose and the data it has access to.
- The project's component library / styling system (TailwindCSS, shadcn, MUI, plain CSS, whatever).
- A clear exported component name, e.g. `VariantA`, `VariantB`, `VariantC`.
Variants must be **structurally different** — different layout, different information hierarchy, different primary affordance, not just different colours. Three slightly-tweaked card grids isn't a UI prototype, it's wallpaper. If two drafts come out too similar, redo one with explicit "do not use a card grid" guidance.
### 3. Wire them together
Create a single switcher component on the route:
```tsx
// pseudo-code — adapt to the project's framework
const variant = searchParams.get('variant') ?? 'A';
return (
<>
{variant === 'A' && <VariantA {...data} />}
{variant === 'B' && <VariantB {...data} />}
{variant === 'C' && <VariantC {...data} />}
<PrototypeSwitcher variants={['A','B','C']} current={variant} />
</>
);
```
For sub-shape A (existing page): keep all the existing data fetching above the switcher; only the rendered subtree changes per variant.
For sub-shape B (new page): the throwaway route under `/prototype/<name>` mounts the same switcher.
### 4. Build the floating switcher
A small fixed-position bar at the bottom-centre of the screen with three pieces:
- **Left arrow** — cycles to the previous variant (wraps around).
- **Variant label** — shows the current variant key and, if the variant exports a name, that name too. e.g. `B — Sidebar layout`.
- **Right arrow** — cycles forward (wraps around).
Behaviour:
- Clicking an arrow updates the URL search param (use the framework's router — `router.replace` on Next, `navigate` on React Router, etc) so the variant is shareable and reload-stable.
- Keyboard: `←` and `→` arrow keys also cycle. Don't intercept arrow keys when an `<input>`, `<textarea>`, or `[contenteditable]` is focused.
- Visually distinct from the page (e.g. high-contrast pill, subtle shadow) so it's obviously not part of the design being evaluated.
- Hidden in production builds — gate on `process.env.NODE_ENV !== 'production'` or an equivalent check, so a stray prototype merge can't ship the bar to users.
Put the switcher in a single shared component so both sub-shapes can reuse it. Locate it wherever shared UI lives in the project.
### 5. Hand it over
Surface the URL (and the `?variant=` keys). The user will flip through whenever they get to it. The interesting feedback is usually **"I want the header from B with the sidebar from C"** — that's the actual design they want.
### 6. Capture the answer and clean up
Once a variant has won, capture the answer — which variant and why — then capture the prototype the way the [SKILL](SKILL.md) describes. Fold the winner into the real code and move the rest onto the throwaway branch, not into main:
- **Sub-shape A** — fold the winner into the existing page; drop the losing variants and the switcher from main.
- **Sub-shape B** — promote the winning variant to a real route; drop the throwaway route and the switcher from main.
The full set of variants is the primary source, so it lands on the throwaway branch, not the bin — variant components and the switcher left in the main branch rot fast and confuse the next reader.
## Anti-patterns
- **Variants that differ only in colour or copy.** That's a tweak, not a prototype. Real variants disagree about structure.
- **Sharing too much code between variants.** A shared `<Header>` is fine; a shared `<Layout>` defeats the point. Each variant should be free to throw out the layout.
- **Wiring variants to real mutations.** Read-only prototypes are fine. If a variant needs to mutate, point it at a stub — the question is "what should this look like", not "does the backend work".
- **Promoting the prototype directly to production.** The variant code was written under prototype constraints (no tests, minimal error handling). Rewrite it properly when you fold it in.
Keep going