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    prorise-cool

    prototype-strategy

    prorise-cool/prototype-strategy
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    About

    Plan prototyping approach - fidelity levels, tool selection, prototype types, testing strategies, and design-to-development handoff.

    SKILL.md

    Prototype Strategy

    Plan and execute prototyping approaches from paper sketches to high-fidelity interactive prototypes.

    When to Use This Skill

    Use this skill when:

    • Prototype Strategy tasks - Working on plan prototyping approach - fidelity levels, tool selection, prototype types, testing strategies, and design-to-development handoff
    • Planning or design - Need guidance on Prototype Strategy approaches
    • Best practices - Want to follow established patterns and standards

    MANDATORY: Skill Loading First

    Before answering ANY prototyping question:

    1. Use established prototyping methodology sources
    2. Base all guidance on validated design practices

    Fidelity Spectrum

    Fidelity Levels

    Level Characteristics Best For
    Low (Lo-Fi) Sketchy, grayscale, static Early exploration, concept testing
    Medium (Mid-Fi) Structured, placeholder content, limited interaction Information architecture, flow validation
    High (Hi-Fi) Polished, real content, full interaction Usability testing, stakeholder sign-off

    Fidelity Dimensions

    Dimension Low Medium High
    Visual Sketchy, boxes Wireframes, grays Pixel-perfect, branded
    Content Lorem ipsum Representative Real content
    Interaction Static/paper Click-through Micro-interactions
    Breadth Key screens Critical flows Full experience

    Prototype Types

    By Purpose

    Type Purpose Fidelity Tools
    Concept Sketch Generate ideas Very low Paper, whiteboard
    Paper Prototype Quick flow testing Low Paper, Post-its
    Wireframe Layout validation Low-Medium Figma, Balsamiq
    Clickable Mockup Flow testing Medium Figma, Sketch
    Interactive Prototype Usability testing High Figma, Principle
    Coded Prototype Technical feasibility High HTML/CSS, React
    Wizard of Oz Simulate complex behavior Varies Mixed

    Decision Matrix

    What are you testing?
    ├── General concept/direction
    │   └── Paper prototypes, sketches (Low)
    ├── Information architecture / navigation
    │   └── Wireframes, tree tests (Low-Medium)
    ├── Specific interactions / usability
    │   └── Interactive prototype (Medium-High)
    ├── Visual design / brand
    │   └── High-fidelity mockups (High)
    ├── Technical feasibility
    │   └── Coded prototype (High)
    └── AI/complex behaviors
        └── Wizard of Oz prototype (Varies)
    

    Prototyping Approaches

    Paper Prototyping

    When: Early concept exploration, limited resources, rapid iteration

    ## Paper Prototype Kit
    
    ### Materials
    - Index cards or paper (one per screen)
    - Markers/pens
    - Sticky notes (for overlays, error states)
    - Scissors (for buttons that "move")
    - Clear sheet (for tracing overlays)
    
    ### Running a Paper Prototype Test
    1. Explain: "This is rough - we're testing the concept, not the drawing"
    2. Lay out starting screen
    3. Give user a task
    4. User "clicks" by pointing
    5. Swap/update papers to show response
    6. Observe, take notes
    7. Ask follow-up questions
    

    Digital Low-Fidelity

    When: Remote testing, slightly more polish needed, version control

    // Configuration for low-fidelity prototype
    public class LoFiPrototypeSpec
    {
        public required string ProjectName { get; init; }
        public required List<ScreenSpec> Screens { get; init; }
        public required List<FlowSpec> Flows { get; init; }
    
        public LoFiGuidelines Style { get; init; } = new()
        {
            UseGrayscale = true,
            ShowPlaceholderContent = true,
            IncludeInteractions = false,
            AnnotateDecisions = true
        };
    }
    
    public class ScreenSpec
    {
        public required string Name { get; init; }
        public required string Purpose { get; init; }
        public required List<string> KeyElements { get; init; }
        public string? Notes { get; init; }
    }
    
    public class FlowSpec
    {
        public required string Name { get; init; }
        public required List<string> ScreenSequence { get; init; }
        public required string UserGoal { get; init; }
    }
    

    High-Fidelity Interactive

    When: Usability testing, stakeholder demos, developer handoff

    public class HiFiPrototypeSpec
    {
        public required string ProjectName { get; init; }
        public required string DesignSystemLink { get; init; }
        public required List<ScreenSpec> Screens { get; init; }
        public required List<InteractionSpec> Interactions { get; init; }
        public required List<StateSpec> States { get; init; }
    
        public HiFiGuidelines Style { get; init; } = new()
        {
            UseRealContent = true,
            IncludeAllStates = true,
            AddMicroInteractions = true,
            AnnotateForDev = true
        };
    }
    
    public class InteractionSpec
    {
        public required string Trigger { get; init; }
        public required string Action { get; init; }
        public required string Target { get; init; }
        public AnimationType? Animation { get; init; }
        public TimeSpan? Delay { get; init; }
    }
    
    public enum AnimationType
    {
        None,
        Fade,
        Slide,
        Scale,
        SmartAnimate,
        Custom
    }
    
    public class StateSpec
    {
        public required string Component { get; init; }
        public required List<string> States { get; init; } // Default, Hover, Active, Disabled, etc.
    }
    

    Coded Prototype

    When: Complex interactions, data-driven UI, technical validation

    // Blazor prototype component
    @page "/prototype/checkout"
    @inject PrototypeDataService Data
    
    <div class="prototype-container">
        <PrototypeBanner>
            This is a prototype - not the real product
        </PrototypeBanner>
    
        @switch (CurrentStep)
        {
            case CheckoutStep.Cart:
                <CartView
                    Items="@cartItems"
                    OnProceed="() => CurrentStep = CheckoutStep.Shipping" />
                break;
    
            case CheckoutStep.Shipping:
                <ShippingForm
                    OnBack="() => CurrentStep = CheckoutStep.Cart"
                    OnProceed="HandleShippingComplete" />
                break;
    
            case CheckoutStep.Payment:
                <PaymentForm
                    OnBack="() => CurrentStep = CheckoutStep.Shipping"
                    OnProceed="HandlePaymentComplete" />
                break;
    
            case CheckoutStep.Confirmation:
                <OrderConfirmation Order="@confirmedOrder" />
                break;
        }
    
        <PrototypeControls>
            <button @onclick="ResetPrototype">Reset</button>
            <button @onclick="() => ShowNotes = !ShowNotes">
                @(ShowNotes ? "Hide" : "Show") Notes
            </button>
        </PrototypeControls>
    
        @if (ShowNotes)
        {
            <PrototypeNotes Step="@CurrentStep" />
        }
    </div>
    
    @code {
        private CheckoutStep CurrentStep { get; set; } = CheckoutStep.Cart;
        private List<CartItem> cartItems = [];
        private Order? confirmedOrder;
        private bool ShowNotes { get; set; }
    
        protected override async Task OnInitializedAsync()
        {
            cartItems = await Data.GetSampleCartItems();
        }
    
        private void ResetPrototype()
        {
            CurrentStep = CheckoutStep.Cart;
            confirmedOrder = null;
        }
    }
    

    Wizard of Oz Prototyping

    When: AI features, voice interfaces, complex personalization

    public class WizardOfOzSetup
    {
        public required string FeatureDescription { get; init; }
        public required List<ScenarioScript> Scenarios { get; init; }
        public required WizardControls Controls { get; init; }
    
        public class ScenarioScript
        {
            public required string UserAction { get; init; }
            public required List<WizardResponse> PossibleResponses { get; init; }
            public string? DefaultResponse { get; init; }
        }
    
        public class WizardResponse
        {
            public required string Label { get; init; }
            public required string Response { get; init; }
            public TimeSpan SimulatedDelay { get; init; } = TimeSpan.FromSeconds(1);
        }
    
        public class WizardControls
        {
            public required string TriggerHotkey { get; init; }
            public required string ResponsePanel { get; init; }
            public bool SimulateTyping { get; init; } = true;
            public bool AddRandomDelay { get; init; } = true;
        }
    }
    

    Tool Selection

    Tool Comparison

    Tool Fidelity Collaboration Dev Handoff Best For
    Figma All Excellent Excellent Team design
    Sketch Medium-High Good (w/plugins) Good Mac teams
    Adobe XD Medium-High Good Good Adobe ecosystem
    Framer High Good Limited Complex interactions
    InVision Medium Excellent Good Stakeholder feedback
    Balsamiq Low Basic N/A Quick wireframes
    Axure All Good Detailed Complex specs
    Principle High Limited Limited Micro-interactions
    ProtoPie High Good Limited Multi-device

    Selection Criteria

    public class ToolEvaluation
    {
        public required string ToolName { get; init; }
        public required Dictionary<string, int> Scores { get; init; } // 1-5
    
        public static readonly string[] Criteria =
        [
            "FidelityRange",      // Can handle low to high
            "Collaboration",      // Real-time co-editing
            "ComponentSystem",    // Reusable components
            "InteractionDepth",   // Animation, logic
            "DevHandoff",         // Specs, assets export
            "LearningCurve",      // Ease of adoption
            "TeamExisting",       // Team already knows it
            "Cost",               // Budget fit
            "Integration"         // Works with other tools
        ];
    
        public decimal OverallScore => Scores.Values.Average();
    }
    

    Fidelity Progression

    Typical Progression

    Week 1-2: Discovery
    ├── Paper sketches
    ├── Concept exploration
    └── Stakeholder sketches
    
    Week 3-4: Definition
    ├── Wireframes
    ├── Information architecture
    └── Content strategy
    
    Week 5-6: Design
    ├── Visual design
    ├── Component creation
    └── Style guide
    
    Week 7-8: Prototype
    ├── Interactive flows
    ├── Micro-interactions
    └── Usability testing
    
    Week 9+: Handoff
    ├── Final specs
    ├── Asset export
    └── Developer collaboration
    

    When to Skip Fidelity Levels

    Skip Lo-Fi When Skip Mid-Fi When Go Straight to Code When
    Clear requirements Design system exists Technical uncertainty
    Existing patterns Flows are known Performance critical
    Time pressure Team is aligned Highly data-driven
    Small changes Visual validation needed Developer preference

    Testing with Prototypes

    Matching Fidelity to Test Goals

    Test Goal Recommended Fidelity
    Concept validation Low
    Navigation/IA Low-Medium
    Task completion Medium
    Aesthetic reactions High
    Micro-interactions High
    Accessibility Medium-High
    Emotional response High

    Prototype Testing Considerations

    public class PrototypeTestPlan
    {
        public required string PrototypeUrl { get; init; }
        public required PrototypeFidelity Fidelity { get; init; }
        public required List<TestTask> Tasks { get; init; }
        public required List<PrototypeLimitation> Limitations { get; init; }
    
        public string IntroductionScript => Fidelity switch
        {
            PrototypeFidelity.Low => """
                This is an early concept - it's rough on purpose.
                We're testing ideas, not visual design.
                Some things won't work yet - just tell me what you'd expect.
                """,
    
            PrototypeFidelity.Medium => """
                This is a work-in-progress design.
                It's clickable but not everything will work.
                Focus on whether this flow makes sense to you.
                """,
    
            PrototypeFidelity.High => """
                This is close to what the final product will look like.
                Try to use it as if it were real.
                Let me know if anything seems off or confusing.
                """,
    
            _ => throw new ArgumentOutOfRangeException()
        };
    }
    
    public record PrototypeLimitation(
        string What,
        string Workaround,
        string ExplainToUser
    );
    

    Briefing Participants

    Always clarify:

    • What's working vs. not working
    • That you're testing the design, not them
    • Permission to think aloud
    • That rough appearance is intentional (if low-fi)

    Design-to-Development Handoff

    Handoff Checklist

    ## Prototype Handoff Checklist
    
    ### Design Specs
    - [ ] All screens exported
    - [ ] Component specs documented
    - [ ] Spacing and sizing annotated
    - [ ] Typography specs included
    - [ ] Color values specified
    - [ ] Breakpoints defined
    
    ### Interactions
    - [ ] State changes documented
    - [ ] Animations specified (timing, easing)
    - [ ] Error states included
    - [ ] Loading states defined
    - [ ] Empty states designed
    
    ### Assets
    - [ ] Icons exported (SVG)
    - [ ] Images optimized
    - [ ] Fonts specified/included
    - [ ] Design tokens exported
    
    ### Documentation
    - [ ] User flows documented
    - [ ] Edge cases noted
    - [ ] Accessibility requirements
    - [ ] Copy/content finalized
    - [ ] Component behavior specs
    
    ### Collaboration
    - [ ] Figma/design file shared
    - [ ] Questions channel established
    - [ ] Review meetings scheduled
    - [ ] Iteration process defined
    

    Handoff Annotation Patterns

    public class HandoffAnnotation
    {
        public required AnnotationType Type { get; init; }
        public required string Description { get; init; }
        public Position? ScreenPosition { get; init; }
        public string? LinkedComponent { get; init; }
        public Dictionary<string, string>? Properties { get; init; }
    }
    
    public enum AnnotationType
    {
        Spacing,
        Behavior,
        Animation,
        Condition,
        EdgeCase,
        Accessibility,
        ResponsiveBreakpoint,
        DeveloperNote
    }
    
    // Example annotations
    var annotations = new List<HandoffAnnotation>
    {
        new()
        {
            Type = AnnotationType.Behavior,
            Description = "Button disabled until all required fields valid",
            LinkedComponent = "SubmitButton"
        },
        new()
        {
            Type = AnnotationType.Animation,
            Description = "Slide in from right, 300ms ease-out",
            Properties = new()
            {
                ["duration"] = "300ms",
                ["easing"] = "ease-out",
                ["direction"] = "right"
            }
        },
        new()
        {
            Type = AnnotationType.EdgeCase,
            Description = "If list > 100 items, show 'Load More' button"
        }
    };
    

    Prototype Documentation

    Prototype Brief Template

    # Prototype Brief: [Feature Name]
    
    ## Objective
    What are we trying to learn or validate?
    
    ## Scope
    - **Flows included:** [List of user flows]
    - **Flows excluded:** [What's not in prototype]
    - **Fidelity level:** [Low/Medium/High]
    
    ## Target Users
    Who will test this? [Persona or criteria]
    
    ## Key Scenarios
    
    ### Scenario 1: [Name]
    **Setup:** [Starting conditions]
    **Task:** [What user tries to accomplish]
    **Success:** [How we know it worked]
    
    ### Scenario 2: [Name]
    [Continue...]
    
    ## Prototype Links
    - **Main prototype:** [URL]
    - **Design file:** [URL]
    - **Assets:** [URL]
    
    ## Known Limitations
    | What | Why | Workaround |
    |------|-----|------------|
    | [Feature] | [Reason] | [How to handle] |
    
    ## Test Plan
    - **Method:** [Moderated/unmoderated]
    - **Participants:** [Number]
    - **Duration:** [Per session]
    - **Schedule:** [Dates]
    
    ## Questions to Answer
    1. [Research question 1]
    2. [Research question 2]
    3. [Research question 3]
    
    ## Success Criteria
    - [Metric/observation that indicates success]
    - [Metric/observation that indicates success]
    

    Checklist: Prototype Planning

    Strategy

    • Goals defined (what to learn)
    • Fidelity level selected
    • Tool chosen
    • Scope determined
    • Timeline set

    Creation

    • Key screens identified
    • Critical flows mapped
    • States defined (error, empty, loading)
    • Interactions specified
    • Edge cases considered

    Testing Prep

    • Test tasks written
    • Limitations documented
    • Participant intro script ready
    • Recording setup tested
    • Success criteria defined

    Handoff

    • Specs annotated
    • Assets exported
    • Design tokens ready
    • Developer walkthrough scheduled
    • Feedback process defined

    Related Skills

    • usability-testing - Testing the prototype
    • design-system-planning - Reusable components
    • information-architecture - Navigation prototyping
    • accessibility-planning - Accessible prototypes
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