| name | prototype |
| description | Generate N different HTML implementations of a UI feature, preview them, and iterate a few times, a fast "show me the options" loop for exploring what a feature could look like. Default N is 5. Use when the user wants to prototype a UI, explore or compare designs for a feature, says "prototype this", "try a few designs", "explore some options for X", "what could this look like", or hands over a feature with no spec. Surfaces a quiet recommendation inside the preview but does NOT collapse to one winner, do research, implement, verify, or open a PR; those are layered on at prompt time, or handed to /verify and /code-review. |
Prototype
prototype answers one question, what could this look like?, with N
previewable HTML takes you can click through. It explores and quietly flags a
favourite. It does not collapse to one option, research, implement, verify, or
ship. When a direction wins, hand the build off (/verify, /code-review); the
HTML here is throwaway.
Inputs
- Feature (required): what you're prototyping, however loosely phrased
("prototype the autocomplete dropdown", "try a few designs for the empty state").
- N (optional, default 5): how many implementations to generate. Honour an
explicit count ("prototype 3 options...").
If the feature is genuinely unclear, ask one tight question. Otherwise proceed.
Generate
Produce N self-contained, single-file HTML files (inline CSS/JS, no build
step, openable directly in a browser), each a genuinely different implementation
of the feature. Three rules keep the set useful:
- Anti-wallpaper guard. Variants must differ structurally (layout,
hierarchy, interaction model), not be the same thing recoloured. If it helps,
name the single axis they vary along (density, hierarchy, mood, disclosure) and
state it, so the comparison means something.
- Respect existing conventions. Before generating, glance at the project for
design tokens, component conventions, and a
CONTEXT.md. Match them so the
options feel like they belong in this product, not generic demos.
- Stress-content the previews. Populate with realistic and edge-case content:
long strings, empty and error states, narrow widths, keyboard focus. The point
of a real preview is to surface problems a static mockup hides, while you're
still choosing.
Preview
Emit one small index.html gallery that links to (or embeds) all N files, so
there is a single surface to look through. Print the file paths too, so they can be
opened directly or via whatever one command the project already uses.
Quietly mark the recommendation
Form an opinion and surface it understated, inside the artifact, never as a
loud prose verdict:
- A small, low-key marker on the favoured variant in the gallery (e.g. a muted
"Claude's pick" dot/badge) and one short line of rationale in small,
low-contrast text.
- Do not add a banner or modal, and do not reorder the pick to the front. It
must be ignorable. The user is the design lead; this is a nudge, not a decision.
- If the user would rather not see it, omit it.
Iterate
Refine on request; a few passes is normal. The user drives and owns the decision.
Never auto-collapse to the recommended option; only consolidate when the user
chooses one or edits toward it.
Scope
That's the whole skill. Heavier steps (researching patterns first, implementing the
winner for real, opening a PR with a screenshot) stay at prompt time when the
user asks for them, exactly as a person would layer them on. They are deliberately
not baked in. For building and shipping a chosen direction, use /verify and
/code-review. The recommendation is the single opinion this skill expresses, and
it expresses it quietly.