Slide 1 — Prototype First, Production Later
Welcome to Module 4. In Module 3 you converted a single section from a mockup into working code. Now we scale that up to the thing you actually wanted all along: a real, clickable prototype — multiple screens, realistic data, interaction you can feel — built in one working session. The title of this module is also its rule: prototype first, production later. Agents make it cheap to build something that looks finished, and that is both the opportunity and the trap. So this module is half about building fast, and half about staying honest about what you built. Let's start with scoping.
Slide 2 — Scoping: the question, the flow, the states that matter
Scoping is where prototypes are won or lost, and agents make over-scoping easier, not harder. So before any prompt, write three things down. First, the question this prototype exists to answer — one sentence. Second, the riskiest assumption: the belief that, if wrong, changes the design. Third, the happy path: the entry point, three to six steps, and the end state a reviewer walks through to encounter that assumption. Then write the out-of-scope list — auth, settings, error handling, the real backend — because the agent will build whatever you do not exclude. The prototype is done when someone can hit the assumption and react. Not when it looks finished.
Slide 3 — Decomposing into runs: one screen or flow per session
Here is the working pattern that makes multi-screen prototypes hold together: one screen or one flow per session. The kitchen-sink prompt — build me the whole app — fails in a predictable way: the context fills up, and by screen three the agent has forgotten the design system it used on screen one. So decompose. Run one screen, review it, and when it is right, lock the decisions that need to persist — tokens, spacing, component choices — into the project's instruction file. Then clear the session and start the next screen from that file. And if a correction fails twice, stop arguing. Clear, and write a better brief with what you just learned.
Slide 4 — The one-session prototype arc
Here is the whole session on one diagram. You write the brief — question, assumption, happy path, out-of-scope. The agent builds the happy path from your existing tokens and components, inside a marked prototype folder. Then the checkpoint: screenshot it at the width your review will use, walk it yourself, and either fix and loop or clear and re-brief. Once the flow holds, the agent adds states and the next screen, run by run. A blocker-only QA pass fixes dead ends and logs the polish without touching it. And the session ends with a clickable artifact behind an index page — labelled a prototype, because that is what it is. The checkpoints are the design work. Everything else is assembly.
Slide 5 — Realistic data: shapes, edge lengths, and empty states
Now, data. Lorem ipsum and three tidy cards hide design problems — you know this. What changes with an agent is that realistic data stops being expensive. Ask for sample data shaped like production: real field names, plausible values, realistic counts. Then ask for the edges — the longest customer name, the list with forty-seven items, the list with none. Ask for empty, loading, and error placeholders where they affect the flow; a stub is fine, absence is not. Keep it all in a clearly labelled sample data file, because fake data is allowed but hidden fake data is how prototypes start lying. You do not need a backend. You need data honest enough to test against.
Slide 6 — Interaction and navigation without a backend
What makes a code prototype worth building is behaviour. The price that updates as you type. The chart that redraws as you drag. Navigation that works with real content depth. So tell the agent exactly which behaviours the question depends on, and have it build those properly — and have it wire navigation between screens with hard-coded data, no backend, no API. Everything else gets a plain placeholder that is visibly unfinished, and that is fine; visible seams keep the prototype honest. Ask for hover and focus states on anything a reviewer will touch, because the agent will not add them unprompted. Then open it in a browser and click through every step yourself.
Slide 7 — The prototype-to-production line
Here is the line that keeps everyone honest. The same interface can be four different things. A sketch prototype is good for layout and story. An interactive prototype is good for flow and for testing your riskiest assumption — but its states and data may be fake. A code spike proves one mechanism is feasible and says nothing about architecture. Only a production candidate claims to be shippable, and it has to earn that with real components, real states, tests, and accessibility. The point of the table is what is honest to claim. A prototype can be excellent evidence and still be a bad production base. The failure is not the fakeness — it is forgetting which parts were fake.
Slide 8 — Reviewing with stakeholders: what to show, what to caveat
Sharing a prototype is its own skill, because agent-built prototypes look better than prototypes used to look. So structure the review. Open with the question and the riskiest assumption — tell people what this thing exists to find out. Then let them walk the happy path, ideally hands on the keyboard themselves; nothing is more persuasive. But before that, say plainly what is fake: the data, the stubbed screens, the missing backend, the accessibility you have not done. Capture reactions against the assumption, not the polish. And close with what happens next — keep, rebuild, discard — so nobody leaves the room believing they saw a product that is nearly done.
Slide 9 — Keeping prototypes from quietly becoming production
Now the part teams get wrong: stopping the prototype from quietly becoming production. The first guardrail is physical. Prototypes live in their own clearly marked folder — a prototypes route, an obvious name — never next to production files where the next person, or the next agent, mistakes them for product architecture. Keep the brief, the learning goals, and the review notes right there with the code. The second guardrail is the promotion review: keep the validated patterns, rebuild them properly in the product's architecture, discard the rest. The agent can prepare that evidence, but it does not promote its own prototype. And someone senior has to be willing to archive a prototype that tested well. That is the whole discipline.
Slide 10 — Worked example: a three-screen onboarding flow in one session
Let's trace a real-shaped example: a three-screen onboarding flow — role selection, template choice, first dashboard. The brief alone earned its keep: writing the happy path down exposed a contradiction in what the team wanted to test, fixed before any code existed. Run one built just the role screen; the checkpoint caught invented colours, we pointed the agent back at the tokens, and locked that decision into the instruction file. Run two added template choice and navigation — and the realistic data immediately showed long names overflowing the cards. Run three added the dashboard, empty and loading states, and the QA walk caught one dead-end click. Half a day. Three briefs, three checkpoints, one honest, clickable prototype.
Slide 11 — Exercise: scope and run the first screen of your own prototype
Your turn. Pick a flow from your real work and run only its first screen through the arc. Write the brief — the question, the riskiest assumption, the happy path, the out-of-scope list. Tell the agent where the prototype lives and what it must not touch. Ask for realistic sample data with at least one edge case, in its own labelled file. Build the screen, then do the checkpoint properly: screenshot it, walk it, fix it or re-brief. Finish by locking the decisions worth keeping into CLAUDE.md, and write one note about what you would brief differently for screen two. Then stop. Stopping at the boundary is the skill.
Slide 12 — Summary, and the bridge to design systems
Let's close. A prototype starts with a question and its riskiest assumption — that scope is the brief. You build it as bounded runs, one screen per session, locking decisions into the instruction file between them. Realistic data and real states keep it honest about behaviour; the readiness matrix and a well-run review keep it honest with stakeholders; and a marked folder plus a human promotion gate keep it out of production. Notice what made the speed possible, though: existing components and tokens to assemble from. That system is the highest-leverage place to point the agent next — building, documenting, and auditing the component library itself. That is Module 5. See you there.