AAgentic Design School
Module 1 of 6
35–45 minutes

Agentic Prototyping

Prototype First, Production Later

Why prototypes are the natural first agentic workflow, what changes when prototypes are built in the product's real materials, and the discipline that stops a convincing prototype quietly becoming unreviewed production code.

Duration35–45 minutes

Slides13 slides with notes and narration

Learning objectives

  • Explain what agentic prototyping changes about speed, fidelity, and review.
  • Scope a prototype with explicit fidelity decisions per layer: visual, data, interaction.
  • Set the prototype-to-production boundary before building, not after.
Slide deck

Work through the module

Each slide is shown in its 16:9 frame, exactly as it appears in the video version. Open the notes under any slide for the longer explanation, and the narration if you prefer to read along.

Slide 1 of 1316:9

Prototype First, Production Later

Agentic Prototyping · Module 1 of 6

  • The prototype is the cheapest honest artifact a designer can put in front of someone
  • What changes when prototypes are built in the product's real materials
  • Fidelity as a set of decisions, not a single dial
  • The discipline that keeps a convincing prototype from becoming unreviewed production code

Speed is the easy part. The discipline around the speed is what this module is actually about.

Slide notes

This module sets the operating model for the whole course. Every later module — references and briefs, multi-direction exploration, parity, visual QA, the sprint — assumes the distinction drawn here between work that exists to teach the team something and work that exists to be shipped and maintained. If that distinction is fuzzy, everything downstream gets risky in the same way: convincing artifacts get treated as commitments.

Be explicit about the audience assumption. This is an intermediate course: participants are expected to already run basic agent sessions — a brief, a plan, a generated artifact, a correction round. The course does not re-teach installation or the basic loop. What it adds is the prototyping-specific discipline: scoping, fidelity decisions, disposability, and honest handoff.

Name the tension up front, because everyone in the room has felt it. Agents make prototypes fast and convincing, and convincing is exactly the property that gets prototypes promoted by accident. The answer is not to slow down or to make prototypes deliberately ugly. It is to decide, before building, what the prototype is for, what is allowed to be fake, and what happens to it afterwards.

Narration for this slide

Welcome to Agentic Prototyping. This course is about making prototyping your fastest and most reliable agentic workflow — getting from intent and reference material to something you can put in front of users and stakeholders, without losing more time correcting the agent than you save. This first module sets the operating model. A prototype is the cheapest honest artifact you can make: real enough to learn from, cheap enough to throw away. Agents make that faster than it has ever been, and they also make it dangerously convincing. So we will cover what changes, how to scope fidelity deliberately, and how to keep prototypes from quietly becoming production code nobody reviewed.

Slide 2 of 1316:9

What changes: working materials, minutes per iteration

An agentic prototype is not a picture of the product. It is a small, working slice of it.

  • Built in the product's real materials: HTML, components, tokens — it runs in a browser
  • States, motion, and data shape can be tested, not imagined
  • Iteration drops from hours per round to minutes per round
  • Existing components and tokens can be reused, so the prototype starts on-brand
  • The same speed applies to bad ideas — exploring more does not mean choosing better

The prototype stops being a promise about behaviour and becomes the behaviour itself, at sketch cost.

Slide notes

The structural change is the material. A canvas prototype is a picture that simulates behaviour through wiring and imagination; an agentic prototype is markup, styles, and components that actually behave. That difference shows up in what you can learn: real text wrapping at real widths, real keyboard focus, real loading and empty states, real responsiveness — the things that decide whether a flow works and that static frames quietly hide.

The second change is iteration cost. When the artifact is text the agent can read and edit, a correction round is a sentence and a couple of minutes, not a re-draw. That is what makes it practical to test structure, copy, and information hierarchy before the team commits to a direction — the core argument of the prototype-first article this module draws on.

Keep the last bullet honest. Speed amplifies whatever direction you point it at. Teams that prototype faster do not automatically decide better; they just reach the decision point with more artifacts. The scoping and review discipline in the rest of this module is what converts the speed into learning rather than into a pile of plausible screens.

Narration for this slide

Start with what actually changes. An agentic prototype is built in the product's real materials — markup, components, tokens — so it runs in a browser instead of pretending to. That means you can test the things static frames hide: how text wraps, how the empty state feels, whether the flow holds together on a phone. And because the artifact is text the agent can edit, a round of changes takes minutes, not hours. One caution before we get carried away: the speed applies equally to bad ideas. Producing more does not mean deciding better. The rest of this module is about the discipline that turns the speed into learning.

Slide 3 of 1316:9

Traced run: zero to a working prototype in one session

From this school's executed walkthrough: a single hero section for a fictional product, built and corrected in roughly forty minutes.

StepWhat happenedRough time
BriefOne specific prompt: layout, colour, type, behaviour, single self-contained file~10 min
First passA complete, plausible hero — fixed type, thin padding, marginal contrast, no focus state~5 min
ReviewOpened in a browser, resized, judged with design eyes against the brief~5 min
CorrectionOne message naming five specific problems; second pass fixed all of them~15 min
ResultA real file you can open, share, and keep iterating on tomorrow~40 min total

The first pass was plausible, not good. The review and correction round is where the design work happened — and it is the part teams skip when the output looks finished.

Slide notes

This run is taken from the school's published field note on a first Claude Code session, and the timings are from that executed walkthrough, not a benchmark — say so. The task was deliberately tiny: one hero section for a fictional product, one self-contained HTML file, no framework, in a scratch folder. That single-file constraint is itself a prototyping decision: nothing to install, nothing to break, an artifact you can email.

Walk the failure list from the first pass, because it is representative. Fixed 56-pixel type that broke at phone widths, cramped padding, supporting text with marginal contrast against the gradient, an almost invisible hover state, no keyboard focus state, no landmark element. None of these are exotic; they are the defaults of a competent but uninvested contractor, and none are visible unless you actually open the file and resize the window.

The lesson for this course is the shape of the session, not the hero. Even at prototype fidelity, the loop is brief, generate, review, correct — and the review is a real step, not a formality. Expect two or three correction rounds on real work, and expect the prototype at the end to be a sketch with working CSS: good evidence, not production code.

Narration for this slide

Here is what one session actually looks like, traced from a run we executed for this school. The task was small on purpose: a single hero section, one self-contained file, in a scratch folder. The brief took about ten minutes to write. The first pass arrived in under a minute and looked close to intent — and judged properly, it had real problems: fixed type that broke on small screens, cramped padding, marginal contrast, no keyboard focus state. One correction message naming those problems specifically, and the second pass fixed all of them. Roughly forty minutes end to end. The point is the shape: the review and correction round is the design work, and it is exactly the step that gets skipped when the first pass looks finished.

Slide 4 of 1316:9

Write the learning goal before the prompt

A prototype without a learning goal becomes a style exercise. The agent will make it look convincing either way.

  • Decision — what product or design choice should this prototype help make?
  • Audience — who needs to react to it: users, PM, founder, engineering, design lead?
  • Evidence — what screenshot, walkthrough, or task result will show whether it worked?
  • Boundary — what should the agent intentionally ignore for now?

If you cannot name the decision the prototype serves, you are not prototyping yet — you are decorating.

Slide notes

This is the first piece of discipline, and it costs five minutes. The failure mode it prevents is common: a prototype that started as a quick exploration accumulates polish over several sessions, everyone agrees it looks great, and nobody can say what question it answered. The agent is complicit in this, because making things look convincing is what it does cheapest.

Good learning goals are narrow. For an onboarding flow — the case study used in the source article — they look like: does role-first onboarding make the next step clearer, does template preview reduce uncertainty, does the mobile order keep the first useful action above the fold. Each names a decision, and each implies the evidence that would settle it.

The boundary item matters most for agent work specifically. Telling the agent what to ignore — real authentication, analytics, localisation, the parts of the page not under question — is what keeps the run short and the output reviewable. Without a stated boundary, agents tend to fill in everything, and the extra completeness reads as production-readiness it has not earned. The learning goal feeds directly into the prototype contract and fidelity decisions on the next slide.

Narration for this slide

Before any prompt, write the learning goal. Four lines. The decision: what choice is this prototype meant to inform? The audience: who has to react to it — users in a test, your PM, the founder, engineering? The evidence: what screenshot, walkthrough, or task result will tell you whether it worked? And the boundary: what should the agent deliberately ignore for now? This takes five minutes and changes everything downstream, because a prototype without a learning goal turns into a style exercise — and the agent will happily make a style exercise look convincing. If you cannot name the decision, you are not prototyping yet.

Slide 5 of 1316:9

Fidelity is a set of decisions, not a dial

Decide fidelity per layer, and tell the agent. Each layer can be rough or real independently of the others.

LayerKeep it rough when…Make it real when…
VisualTesting structure, flow, or copyStakeholders will judge brand or polish
DataThe shape of the content is what mattersDensity, edge cases, or real volumes are the question
InteractionA click-through tells the storyTiming, motion, or input behaviour is being tested
ContentPlaceholder copy will not mislead anyoneThe words are the design — onboarding, errors, empty states

State the fidelity decision per layer in the brief. Otherwise the agent decides for you, and it always decides 'more'.

Slide notes

Designers are used to talking about fidelity as one dial — lo-fi versus hi-fi. With agents the dial breaks into layers, because making any one layer realistic is now cheap. You can have production-quality visuals over completely fake data, or rough grey-box visuals over a real API, and both are legitimate prototypes for different questions.

The risk is mismatched fidelity: the layer under test stays rough while an irrelevant layer gets realistic, which skews what reviewers react to. The classic case is beautiful visuals over three rows of tidy fake data when the actual question was whether the table survives four hundred rows of messy real data. Stakeholders praise the polish; the design question goes unanswered.

The practical move is to make the fidelity decision per layer part of the prototype contract — the short statement in the brief that says what kind of artifact this is, what can be fake, and what must be representative. The source article calls this out directly: a prototype should maximise learning, production code should maximise maintainability and correctness, and the agent needs to be told which one it is building. Left unstated, agents default to adding realism everywhere, which costs time and manufactures false confidence.

Narration for this slide

Fidelity is not one dial, it is a set of decisions — one per layer. Visual fidelity, data fidelity, interaction fidelity, and content fidelity can each be rough or real independently. Testing structure? Keep the visuals rough. Testing whether a table survives real volumes? The data has to be representative even if the styling is grey boxes. Writing onboarding or error flows? The words are the design, so placeholder copy defeats the purpose. Here is the part that matters for agent work: state these decisions in the brief. If you do not, the agent decides for you, and it always decides 'more' — more polish, more realism, more apparent finish than the prototype has earned.

Slide 6 of 1316:9

The trap: convincing prototypes treated as production

A prototype becomes unsafe when the team forgets which assumptions were fake.

  • Fake data — fine for flow, unsafe for validating real behaviour
  • Hard-coded states — fine for a walkthrough, unsafe once users vary
  • Local look-alike components — fast now, debt the moment they drift from the system
  • Skipped accessibility — tolerable in exploration, must block promotion
  • Missing error and loading states — fine for a story, unsafe for checkout, uploads, settings

Unsafe does not mean useless. A prototype can be excellent evidence and still be a bad production base.

Slide notes

This is the central risk of the whole course, so spend time on it. Agent-built prototypes look more finished than hand-built ones ever did: real components, plausible data, working interactions. That polish is exactly what creates false confidence. A stakeholder sees something that works on a laptop and reasonably asks why it cannot ship next sprint; an engineer under deadline pressure reasonably wonders why they should rebuild something that already exists.

Walk the list as named risks rather than sins. Each shortcut is legitimate inside a prototype — that is what makes prototypes cheap. They become dangerous only when they cross into production unexamined. Fake data hides integration and volume problems. Hard-coded states hide everything that happens when users do something unexpected. Local components that mimic system components are the quietest one: they look right today and drift out of sync with the design system from the day they are merged. Skipped accessibility is the one that should be a hard block, not a follow-up ticket.

The reframe to land: the answer is not to make prototypes worse or slower. It is to name the shortcuts at scoping time and again at review time, so the team always knows which parts of the convincing thing are real. That is what the two-track model on the next slide formalises.

Narration for this slide

Now the trap. Agent prototypes are convincing — real components, plausible data, interactions that work. And convincing is exactly what gets a prototype promoted by accident. Look at what is usually fake under the surface: the data is sample data, the states are hard-coded, the components are local copies that merely look like the system ones, accessibility was skipped, and the error and loading states do not exist. Every one of those shortcuts is legitimate in a prototype — that is why prototypes are cheap. They become dangerous when the team forgets they were shortcuts. So name them when you scope, and name them again at review. Unsafe does not mean useless. It means not a production base.

Slide 7 of 1316:9

Two tracks: built to learn, built to last

The prototype track and the production track optimise for different things. What connects them is a review, not a copy-paste.

Two-track diagram comparing the prototype track and the production track. The prototype track is built to answer a question and be thrown away: it optimises for speed of learning, lives in a scratch branch or prototypes folder, allows labelled fake data and hard-coded states, skips integrations, and outputs screenshots, learning notes, and a promotion plan. The production track optimises for correctness and maintainability, lives in product architecture with shared components, requires real states, accessibility, and QA gates, and is rebuilt from approved decisions. Between them, a green card lists what carries across through the promotion review — validated decisions, approved patterns, learning notes and named risks — and an ink card lists what must not carry across: pasted prototype files, fake data, look-alike local components, and deferred accessibility.
Decisions, patterns, and evidence carry across through a promotion review. Files, fake data, look-alike components, and deferred accessibility stay behind in the scratch area — archived or deleted, never quietly merged.

What crosses from the left track to the right is learning, not files. The promotion review is the human gate between them.

Slide notes

Walk the diagram left to right. The prototype track optimises for speed of learning: it lives in a scratch branch or a prototypes folder, fake data and hard-coded states are allowed as long as they are labelled, integrations and analytics are skipped, and the output is evidence — screenshots, learning notes, and a promotion plan. The production track optimises for correctness and maintainability: product architecture, shared components, real data behaviour, accessibility, tests, and QA gates before merge.

The middle is the part teams get wrong. What carries across is the green card: validated decisions, approved patterns and flows, the learning notes and named risks. What must not carry across is the ink card: prototype files pasted into product routes, fake data, local components that mimic system ones, and accessibility deferred to later. The connective tissue is a promotion review — a human decision about what to keep, what to rebuild, what to discard, and what still needs research. The agent can prepare the evidence for that review; it should never promote its own prototype.

Pre-empt the objection that rebuilding is wasted work. The rebuild is usually fast precisely because the decisions are already made and the agent can execute them against the real architecture. What gets thrown away is scaffolding, not learning.

Narration for this slide

Here is the model in one picture. Two tracks. The prototype track is built to learn: it lives in a scratch area, fake data and hard-coded states are fine as long as they are labelled, and its output is evidence — screenshots, notes, a promotion plan. The production track is built to last: real architecture, shared components, real states, accessibility, and QA gates. Now the middle. What carries across is learning — validated decisions, approved patterns, named risks — and it crosses through a promotion review, which is a human decision. What must not carry across is the files themselves: the fake data, the look-alike components, the deferred accessibility. They stay behind. Rebuilding from approved decisions is fast. Un-shipping a prototype is not.

Slide 8 of 1316:9

Scratch branches, scratch folders, and disposability

Prototypes need a physical boundary in the project — for the next agent as much as for the next human.

  • A prototype route or examples directory, clearly named, never beside production files
  • Production routes and shared components declared off-limits in the brief
  • Brief, learning goals, review notes, and screenshots stored next to the prototype
  • Disposable by default: archived or deleted after the promotion review
A prototype-safe corner of the project
src/app/
├── onboarding/                  ← production, off-limits
└── prototypes/
    └── onboarding-v2/
        ├── page.tsx
        ├── sample-data.ts
        └── prototype-notes.md
agent-workflows/onboarding-prototype/
├── brief.md
├── learning-goals.md
└── promotion-plan.md

Future agents read the project as truth. If exploration files look like architecture, they become architecture.

Slide notes

The boundary is not bureaucracy; it is context management for both audiences that will read the project later. Humans need to know which files represent decisions and which represent experiments. Agents need it even more, because an agent asked to extend the product next month will read whatever is in the repository as the product. If a prototype's local button component sits beside the system button with a similar name, some future run will import the wrong one, and a temporary assumption becomes permanent debt.

The structure shown is from the prototype-first article: a clearly named prototypes area inside the app, and a parallel folder holding the brief, learning goals, review notes, and promotion plan. Keeping the paperwork next to the prototype means a future reader — human or agent — can see what was learned and what was never meant to ship.

Disposability is the cultural half. If deleting the prototype after the promotion review feels like losing work, the work was not captured properly: the decisions belong in the promotion plan and the rebuilt production version, the evidence belongs in the notes and screenshots. The prototype files themselves are scaffolding. A scratch branch or a separate folder also keeps the agent's blast radius at zero, which is what lets you give it more freedom during exploration than you ever would on main.

Narration for this slide

Give every prototype a physical boundary. A clearly named prototypes folder or a scratch branch, with the production routes explicitly off-limits in the brief. Keep the paperwork next to it — the brief, the learning goals, the review notes, the screenshots, the promotion plan — so anyone who finds it later can tell what it was for and what was never meant to ship. And remember who that 'anyone' includes: the next agent. Agents read the repository as truth. If exploration files sit beside production files with similar names, some future run will treat them as architecture. Prototypes are disposable by default. After the promotion review, archive them or delete them. The learning has already been extracted.

Slide 9 of 1316:9

What stakeholders should be told a prototype is

The framing you give a prototype decides how it gets used against you later.

  • Name the type: throwaway exploration, clickable demo, code spike, or production candidate
  • Say what is fake: data, states, integrations, permissions — out loud, in the demo
  • Say what it is for: the decision it informs and the evidence it produced
  • Say what production would take — before anyone asks 'so can this ship next sprint?'
  • Never demo a prototype as 'basically done'

If the audience cannot tell what is real, the prototype is not honest evidence — it is a sales pitch you will have to live up to.

Slide notes

Most prototype-to-production accidents start in a meeting, not in the repository. A polished prototype gets demoed, someone senior asks how far from shipping it is, and the honest answer — the visuals are real, everything underneath is fake — never quite gets said. From that moment the roadmap quietly absorbs an estimate based on what the prototype looks like rather than what it is.

The defence is a sentence at the start of every demo: what kind of artifact this is, what is fake, what question it was built to answer, and roughly what production would involve. The prototype contract from earlier in the module gives you that sentence almost verbatim, which is another reason to write it before building rather than reverse-engineering it under pressure in the meeting.

This is also where 'as of' framing helps with agent-built work specifically. Stakeholders who have seen agents produce working interfaces in minutes can reasonably conclude that production is also minutes away. It is worth saying plainly that the remaining work — real data behaviour, accessibility, error states, integration, QA — is the majority of the engineering effort, and the prototype was deliberately scoped to skip it. That is not a weakness of the prototype; it is the reason it was cheap.

Narration for this slide

The framing you give a prototype in the room decides how it gets used against you afterwards. So say four things at the start of every demo. What kind of artifact it is — throwaway exploration, clickable demo, code spike, or production candidate. What is fake — the data, the states, the integrations. What it was built to learn, and what it actually showed. And roughly what production would take, before anyone asks whether it can ship next sprint. The phrase to ban is 'basically done'. If your audience cannot tell what is real, the prototype has stopped being evidence and become a promise — one that engineering, not you, will be asked to keep.

Slide 10 of 1316:9

When not to prototype

Some questions are not answered by building an artifact, however quickly you can build one.

  • Whether anyone has the problem — that is research, not an interface
  • Which words users actually use — interviews and support logs, not invented copy
  • Decisions already made — a prototype built to confirm a foregone conclusion is theatre
  • Politically loaded directions where a working artifact will anchor the room prematurely
  • When the cost is attention, not effort: every prototype demands review time from someone

Now that prototypes are nearly free to build, the discipline moves to deciding which ones are worth reviewing.

Slide notes

When prototypes were expensive, the scoping question answered itself: nobody built one without a good reason. Agents removed that natural brake. The marginal cost of one more prototype is close to zero, so the constraint shifts from production effort to the team's attention — every artifact you generate asks someone to look at it, react to it, and carry an opinion about it.

Be concrete about the categories. Discovery questions — does anyone have this problem, how do they talk about it, what do they do today — are answered by research, and a prototype built before that research tends to harden guesses into commitments. Prototypes built to validate a decision that has already been made are theatre; they consume review time and produce no information. And in politically charged situations, a working artifact anchors the conversation: once people have seen a direction running, alternatives have to argue against something concrete, which is rarely a fair fight.

The useful test is the learning goal from earlier in the module. If you cannot write the decision, audience, and evidence lines, the right next step is probably an interview, a data pull, or a conversation — not a build. This is also the bridge to Module 2, which is about feeding research and references into the brief so that when you do prototype, it is grounded in something other than the agent's defaults.

Narration for this slide

One more piece of judgement: when not to prototype. Some questions are not answered by artifacts. Whether anyone actually has the problem — that is research. What words users reach for — that comes from interviews and support tickets, not from copy you invented. A prototype built to confirm a decision that has already been made is theatre. And in a politically loaded situation, a working artifact anchors the room before alternatives get a hearing. Remember that the cost of a prototype is no longer the build — it is the attention it demands from everyone who has to review it. If you cannot write the learning goal, do the research first. That is exactly where the next module picks up.

Slide 11 of 1316:9

Worked example: one prototype, scoped three ways

The same onboarding flow — role selection, team invite, template choice, first dashboard — scoped against three different learning goals.

Scope A: order of decisionsScope B: stakeholder walkthroughScope C: feasibility spike
Learning goalDoes role-first reduce confusion?Will the founder back the direction?Can template preview use existing APIs?
Visual fidelityRough — structure onlyReal tokens and componentsWhatever is fastest
Data fidelityRepresentative sample dataPolished, believable sample dataReal API, two templates only
InteractionFull click-through of the flowOne scripted happy pathPreview interaction only
Off-limitsProduction onboarding routesProduction routes; no new componentsEverything except the preview module
EvidenceTask walkthrough notes, mobile screenshotsRecorded walkthrough, decision in writingWorking spike plus an integration-risk note

Same flow, three different prototypes. The learning goal — not the feature — sets the fidelity decisions and the boundary.

Slide notes

This example reuses the onboarding case study from the prototype-first article and pushes it one step further: the same feature scoped three ways, to make the point that scope follows the learning goal rather than the feature. Scope A is the design question — does deciding your role first make the next step clearer — so it needs the full flow clickable and representative data, but the visuals can stay rough because polish would only distract from the structural question. Scope B exists to win a decision from a founder, so the visual and content fidelity go up, but the path narrows to one scripted run, and the rule about touching no production files gets stricter because this is the prototype most likely to be mistaken for the product. Scope C is an engineering question wearing a design hat: can the template preview be fed from the existing APIs — so it ignores visual quality entirely and touches real data in a tightly bounded way.

Notice what stays constant: every scope names what is off-limits, and every scope names the evidence it must produce. Those two lines are what make each prototype reviewable and disposable.

If running this live, ask the room which scope their last prototype actually was — and which one their stakeholders thought it was. The gap between those two answers is the trap from earlier in the module, made personal.

Narration for this slide

Let's make the scoping concrete. Same feature — an onboarding flow with role selection, team invite, template choice, and a first dashboard — scoped three different ways. Scope A asks whether role-first ordering reduces confusion: full click-through, representative data, deliberately rough visuals. Scope B exists to get a founder's backing: real tokens, polished sample data, but one scripted path and strict rules about touching nothing in production. Scope C is a feasibility spike: can the preview run on existing APIs — real data, two templates, and no interest in how it looks. Three prototypes, one feature. The learning goal sets the fidelity, the boundary, and the evidence. The feature alone tells you almost nothing about how to scope it.

Slide 12 of 1316:9

Exercise: scope your next prototype

Take a prototype you are likely to build in the next two weeks and scope it on one page before any prompt is written.

  • Write the learning goal: decision, audience, evidence, boundary
  • Name the prototype type: throwaway exploration, clickable demo, code spike, or production candidate
  • Make the fidelity decision per layer — visual, data, interaction, content — and note why
  • Decide where it lives: the scratch branch or folder, and which files are off-limits
  • Write the one sentence you will say to stakeholders about what is fake

Keep the page. Module 2 turns this scope plus your reference material into an executable brief, and Module 6 runs the full sprint against it.

Slide notes

Like the rest of this module, the exercise is about decisions, not prompts — nothing here requires opening a terminal. Steer participants towards something real and bounded: one flow, one surface, one component family. The most common failure is picking something so large that the fidelity decisions become 'real everything', which defeats the exercise.

The two lines people find hardest are the evidence line and the stakeholder sentence. Evidence forces a commitment about what the prototype must produce — screenshots at specific widths, a recorded walkthrough, task notes — and writing it now is what makes the later review honest. The stakeholder sentence is the one-line version of the what-is-fake disclosure, and drafting it before the work exists is far easier than improvising it in a demo while someone asks about ship dates.

If running this in a group, have people swap pages and try to answer one question about each other's scope: what would convince you this prototype succeeded? If the page cannot answer that, the learning goal needs another pass. The page becomes a working input for the rest of the course: Module 2 adds references and research to turn it into a brief, Module 3 forks it into directions, and Module 6 runs the sprint and handoff against it.

Narration for this slide

Time to apply it. Pick a prototype you genuinely expect to build in the next couple of weeks — one flow or one surface, not a whole product. On a single page: write the learning goal, with the decision, audience, evidence, and boundary. Name what type of prototype it is. Make the fidelity call for each layer — visual, data, interaction, content — and note why. Decide where it will live and which files are off-limits. And write the one sentence you will say to stakeholders about what is fake. Do not write any prompts yet. Keep the page — Module 2 turns it into an executable brief, and Module 6 runs a full sprint against it.

Slide 13 of 1316:9

Summary, and the bridge to references and briefs

  • Agentic prototypes are working slices of the product: real materials, real states, minutes per iteration
  • Write the learning goal before the prompt — decision, audience, evidence, boundary
  • Fidelity is a per-layer decision stated in the brief, not a default the agent picks for you
  • Two tracks: learning carries across through a promotion review; files, fake data, and shortcuts do not
  • Prototypes live in a scratch area, get framed honestly to stakeholders, and are disposable by default

Module 2 is about the richest input you have not used yet: turning reference screenshots, competitor flows, and research findings into briefs an agent can execute.

Slide notes

Recap by connecting the pieces rather than re-listing them. The speed from slide two is only an asset because of the discipline that follows it: the learning goal decides whether the prototype is worth building, the fidelity decisions decide what it is allowed to fake, the scratch boundary and stakeholder framing keep the convincing artifact honest, and the two-track model decides what survives the prototype's own success. Skip any one of these and the failure mode is the same: a convincing thing treated as a finished thing.

Preview Module 2 concretely. This module assumed you already know roughly what you want to build; the next one is about where that knowledge should come from. References — screenshots, competitor flows, existing patterns — are the richest input designers have and the easiest to misuse, and research findings rarely make it into prompts at all. Module 2 covers annotating references so the agent borrows behaviour rather than cloning surfaces, folding research findings into the brief, and avoiding the copy-this-screenshot trap.

If participants did the exercise, remind them the page is a course-long artifact: it becomes the brief in Module 2, the direction set in Module 3, and the sprint scope in Module 6.

Narration for this slide

Let's close. An agentic prototype is a working slice of the product — real materials, real states, minutes per round — which is exactly why it needs discipline around it. Write the learning goal before the prompt. Make the fidelity decision per layer and put it in the brief. Keep the work in a scratch area, tell stakeholders plainly what is fake, and treat the files as disposable. And remember the two tracks: what carries into production is learning, through a promotion review — never the files themselves. Next module: references and briefs. You almost certainly have screenshots, competitor flows, and research findings sitting around. Module 2 is about turning them into briefs an agent can actually execute. See you there.

Module transcript
Module 1, narrated slide by slide

Slide 1Prototype First, Production Later

Welcome to Agentic Prototyping. This course is about making prototyping your fastest and most reliable agentic workflow — getting from intent and reference material to something you can put in front of users and stakeholders, without losing more time correcting the agent than you save. This first module sets the operating model. A prototype is the cheapest honest artifact you can make: real enough to learn from, cheap enough to throw away. Agents make that faster than it has ever been, and they also make it dangerously convincing. So we will cover what changes, how to scope fidelity deliberately, and how to keep prototypes from quietly becoming production code nobody reviewed.

Slide 2What changes: working materials, minutes per iteration

Start with what actually changes. An agentic prototype is built in the product's real materials — markup, components, tokens — so it runs in a browser instead of pretending to. That means you can test the things static frames hide: how text wraps, how the empty state feels, whether the flow holds together on a phone. And because the artifact is text the agent can edit, a round of changes takes minutes, not hours. One caution before we get carried away: the speed applies equally to bad ideas. Producing more does not mean deciding better. The rest of this module is about the discipline that turns the speed into learning.

Slide 3Traced run: zero to a working prototype in one session

Here is what one session actually looks like, traced from a run we executed for this school. The task was small on purpose: a single hero section, one self-contained file, in a scratch folder. The brief took about ten minutes to write. The first pass arrived in under a minute and looked close to intent — and judged properly, it had real problems: fixed type that broke on small screens, cramped padding, marginal contrast, no keyboard focus state. One correction message naming those problems specifically, and the second pass fixed all of them. Roughly forty minutes end to end. The point is the shape: the review and correction round is the design work, and it is exactly the step that gets skipped when the first pass looks finished.

Slide 4Write the learning goal before the prompt

Before any prompt, write the learning goal. Four lines. The decision: what choice is this prototype meant to inform? The audience: who has to react to it — users in a test, your PM, the founder, engineering? The evidence: what screenshot, walkthrough, or task result will tell you whether it worked? And the boundary: what should the agent deliberately ignore for now? This takes five minutes and changes everything downstream, because a prototype without a learning goal turns into a style exercise — and the agent will happily make a style exercise look convincing. If you cannot name the decision, you are not prototyping yet.

Slide 5Fidelity is a set of decisions, not a dial

Fidelity is not one dial, it is a set of decisions — one per layer. Visual fidelity, data fidelity, interaction fidelity, and content fidelity can each be rough or real independently. Testing structure? Keep the visuals rough. Testing whether a table survives real volumes? The data has to be representative even if the styling is grey boxes. Writing onboarding or error flows? The words are the design, so placeholder copy defeats the purpose. Here is the part that matters for agent work: state these decisions in the brief. If you do not, the agent decides for you, and it always decides 'more' — more polish, more realism, more apparent finish than the prototype has earned.

Slide 6The trap: convincing prototypes treated as production

Now the trap. Agent prototypes are convincing — real components, plausible data, interactions that work. And convincing is exactly what gets a prototype promoted by accident. Look at what is usually fake under the surface: the data is sample data, the states are hard-coded, the components are local copies that merely look like the system ones, accessibility was skipped, and the error and loading states do not exist. Every one of those shortcuts is legitimate in a prototype — that is why prototypes are cheap. They become dangerous when the team forgets they were shortcuts. So name them when you scope, and name them again at review. Unsafe does not mean useless. It means not a production base.

Slide 7Two tracks: built to learn, built to last

Here is the model in one picture. Two tracks. The prototype track is built to learn: it lives in a scratch area, fake data and hard-coded states are fine as long as they are labelled, and its output is evidence — screenshots, notes, a promotion plan. The production track is built to last: real architecture, shared components, real states, accessibility, and QA gates. Now the middle. What carries across is learning — validated decisions, approved patterns, named risks — and it crosses through a promotion review, which is a human decision. What must not carry across is the files themselves: the fake data, the look-alike components, the deferred accessibility. They stay behind. Rebuilding from approved decisions is fast. Un-shipping a prototype is not.

Slide 8Scratch branches, scratch folders, and disposability

Give every prototype a physical boundary. A clearly named prototypes folder or a scratch branch, with the production routes explicitly off-limits in the brief. Keep the paperwork next to it — the brief, the learning goals, the review notes, the screenshots, the promotion plan — so anyone who finds it later can tell what it was for and what was never meant to ship. And remember who that 'anyone' includes: the next agent. Agents read the repository as truth. If exploration files sit beside production files with similar names, some future run will treat them as architecture. Prototypes are disposable by default. After the promotion review, archive them or delete them. The learning has already been extracted.

Slide 9What stakeholders should be told a prototype is

The framing you give a prototype in the room decides how it gets used against you afterwards. So say four things at the start of every demo. What kind of artifact it is — throwaway exploration, clickable demo, code spike, or production candidate. What is fake — the data, the states, the integrations. What it was built to learn, and what it actually showed. And roughly what production would take, before anyone asks whether it can ship next sprint. The phrase to ban is 'basically done'. If your audience cannot tell what is real, the prototype has stopped being evidence and become a promise — one that engineering, not you, will be asked to keep.

Slide 10When not to prototype

One more piece of judgement: when not to prototype. Some questions are not answered by artifacts. Whether anyone actually has the problem — that is research. What words users reach for — that comes from interviews and support tickets, not from copy you invented. A prototype built to confirm a decision that has already been made is theatre. And in a politically loaded situation, a working artifact anchors the room before alternatives get a hearing. Remember that the cost of a prototype is no longer the build — it is the attention it demands from everyone who has to review it. If you cannot write the learning goal, do the research first. That is exactly where the next module picks up.

Slide 11Worked example: one prototype, scoped three ways

Let's make the scoping concrete. Same feature — an onboarding flow with role selection, team invite, template choice, and a first dashboard — scoped three different ways. Scope A asks whether role-first ordering reduces confusion: full click-through, representative data, deliberately rough visuals. Scope B exists to get a founder's backing: real tokens, polished sample data, but one scripted path and strict rules about touching nothing in production. Scope C is a feasibility spike: can the preview run on existing APIs — real data, two templates, and no interest in how it looks. Three prototypes, one feature. The learning goal sets the fidelity, the boundary, and the evidence. The feature alone tells you almost nothing about how to scope it.

Slide 12Exercise: scope your next prototype

Time to apply it. Pick a prototype you genuinely expect to build in the next couple of weeks — one flow or one surface, not a whole product. On a single page: write the learning goal, with the decision, audience, evidence, and boundary. Name what type of prototype it is. Make the fidelity call for each layer — visual, data, interaction, content — and note why. Decide where it will live and which files are off-limits. And write the one sentence you will say to stakeholders about what is fake. Do not write any prompts yet. Keep the page — Module 2 turns it into an executable brief, and Module 6 runs a full sprint against it.

Slide 13Summary, and the bridge to references and briefs

Let's close. An agentic prototype is a working slice of the product — real materials, real states, minutes per round — which is exactly why it needs discipline around it. Write the learning goal before the prompt. Make the fidelity decision per layer and put it in the brief. Keep the work in a scratch area, tell stakeholders plainly what is fake, and treat the files as disposable. And remember the two tracks: what carries into production is learning, through a promotion review — never the files themselves. Next module: references and briefs. You almost certainly have screenshots, competitor flows, and research findings sitting around. Module 2 is about turning them into briefs an agent can actually execute. See you there.