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RinisnotarobotRinisnotarobot/rinco-pi-skills-commands/skills/workflows/prototype/SKILL.md

prototype

Skill2 starsChanged 2 months agoMITView on GitHub

Build a throwaway prototype that answers one named design question, then return an evidence handoff - the answer, the artifact location, observed results, and limitations - without touching production behavior. Use when a design question cannot be settled by discussion and the user asks to prototype, sanity-check a state model or logic, or explore UI variants.

194 other projects use a version of this, 108 of them edited.

Adopted by

Most recently taken up by

Used with

Projects with it also use playtest-report, soak-test and 10 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • CoralGameSkill

    playtest-report

    Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.

    Also in 12 projects that use this

  • lilangMaxSkill

    soak-test

    Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.

    Also in 9 projects that use this

  • lilangMaxSkill

    team-live-ops

    Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.

    Also in 9 projects that use this

  • CoralGameSkill

    team-polish

    Orchestrate the polish team: coordinates performance-analyst, technical-artist, sound-designer, and qa-tester to optimize, polish, and harden a feature or area for release quality.

    Also in 14 projects that use this

  • +5 more from lilangMax
  • +3 more from CoralGame

The file

We split this skill into the rules it gives an agent

8 rules. 0 are common, 8 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 179 edited versions we read keep these.

  • 8

    Distinctive

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Before any code, write down:

    line 14
  2. Distinctive:

    Skip the polish: No tests, no error handling beyond runnable, no abstractions.

    line 39
  3. Distinctive:

    Run the stopping condition.

    line 48
  4. Distinctive:

    Never answer two questions with one prototype.

    line 72
  5. Distinctive:

    Never edit production behavior to build or run a prototype.

    line 73
  6. Distinctive:

    Never present the prototype as production-ready, tested, or deployable.

    line 74
  7. Distinctive:

    Never let prototype code reach the production merge path: a later plan may adopt the prototype's validated interface, state model, and …

    line 75
  8. Distinctive:

    Never skip recording the limitations — a prototype without limits stated is being oversold.

    line 76

“Common” is measured: kept by at least 6 in 10 of the 179 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Prototype

A prototype is throwaway code that answers one question. The question decides the shape. Prototype evidence settles a design discussion; it does not start production work — validated behavior reaches the repository through deliberate implementation (requirement and planning stages, then a RED test of its own), never by folding the throwaway code in.

Workflow

1. Name the question and the stopping condition

Before any code, write down:

  • The question: one named design question ("does this state machine handle X-then-Y?", "which of these layouts fits the data?"). One question per prototype — a prototype answering two questions answers neither well.
  • The stopping condition: what observation ends the prototype ("the walkthrough shows partial cancellation is unreachable", "the user picks a variant or rejects all three").

If the user cannot name a question, help them name it — but do not start coding on a vague impulse to "try something". If the question is actually a requirements question (what should the system do, not how should a mechanism feel), route to grilling or spec instead and stop.

Completion criterion: question and stopping condition are stated, singular, and recorded where the prototype will live.

2. Pick the branch

  • "Does this logic / state model feel right?" → Logic Prototype: a single shareable HTML file that pushes the state machine through cases that are hard to reason about on paper.
  • "What should this look like?" → UI Prototype: several structurally different UI variations on a single route, switchable via a URL search param.

The two branches produce very different artifacts. If the question is genuinely ambiguous and the user is unreachable, default to the branch that better matches the surrounding code (a backend module → logic; a page or component → UI) and state the assumption at the top of the prototype.

Completion criterion: the branch is chosen and matches the named question.

3. Build throwaway code

Apply the rules from the branch reference. The invariants, whichever branch:

  1. Throwaway from day one, clearly marked. Locate the prototype near the module or page it prototypes for, named so a casual reader sees it is not production.
  2. Trivial to run. One command, or one double-click for an HTML file.
  3. No persistence by default. State lives in memory; a scratch DB or "wipe me" file only when the question is about persistence itself.
  4. Skip the polish. No tests, no error handling beyond runnable, no abstractions.
  5. Surface the state. Print or render the full relevant state after every action, so the observation is visible.

The prototype lives outside the production merge path, from day one: all prototype work — including a sub-shape A variant switch mounted on an existing page's copy — happens on a throwaway branch, never on the working branch that production builds from. The working branch keeps its current rendering untouched.

Completion criterion: the prototype runs by one command, answers the named question, and the working branch has no prototype edits to clean up.

4. Observe and answer

Run the stopping condition. Record what was actually observed — the walkthrough transcript, the state the machine reached, the variant the user picked or rejected — not just the conclusion.

Completion criterion: the question has an observed answer, or the prototype explicitly failed to answer it (also a result: record why).

5. Return the evidence handoff and stop

Return once:

Producer: prototype (one-question evidence)
Question: <the named design question>
Answer: <what was observed and decided, or explicitly unresolved>
Artifact: <where the throwaway code lives and how to run it>
Observed result: <the transcript-level evidence behind the answer>
Limitations: <what this prototype cannot prove - throwaway code, no tests, unrepresentative data>
Next: <the natural follow-up stage: grilling/spec for requirement decisions, plan for production implementation>

Return the handoff and stop. Do not fold the validated decision into production code: the answer is evidence for the requirement and planning stages to consume; production behavior is implemented later through the TDD method with its own RED and gated by fresh verification. The prototype code stays on its throwaway branch unless a later plan deliberately reimplements the validated behavior; retiring the prototype is deleting or archiving that branch, which never leaves residue on the working branch.

Completion criterion: the handoff carries every field, and the working branch is unchanged.

Guardrails

  • Never answer two questions with one prototype.
  • Never edit production behavior to build or run a prototype.
  • Never present the prototype as production-ready, tested, or deployable.
  • Never let prototype code reach the production merge path: a later plan may adopt the prototype's validated interface, state model, and evidence by re-implementing them under TDD — the throwaway code itself never lands.
  • Never skip recording the limitations — a prototype without limits stated is being oversold.

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