Slide 1 — Prototype 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 2 — What 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 3 — Traced 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 4 — Write 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 5 — Fidelity 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 6 — The 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 7 — Two 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 8 — Scratch 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 9 — What 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 10 — When 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 11 — Worked 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 12 — Exercise: 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 13 — Summary, 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.