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prototypelisted

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.
linkonai2026-kr/designon · ★ 9 · Web & Frontend · score 80
Install: claude install-skill linkonai2026-kr/designon
# Prototyping Variants 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, persona