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Get Started Free →Explore multiple *divergent* UI directions for a screen as named Swift
.claude/skills/rshankras-ui-prototyping/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-04 | ✗→✓ | ▲ Improved | 791% | 0% |
| case-07 | ✗→✓ | ▲ Improved | 93% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 70% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 95% | 0% |
| case-17 | ✗→✓ | ▲ Improved | 74% | 0% |
Task lists and specs commit you to one layout before you've seen the alternatives. The cost is quiet but large: you anchor on the first arbitrary structure an agent guessed, then spend the rest of the phase fighting feature creep around it. This skill front-loads divergent exploration — many real, named SwiftUI variations you flip between in Xcode's canvas — so the layout you carry into /apple:plan is one you chose, not one you defaulted into.
> Agents are collaborators, not designers. You always have final say. Go wide, remix, repeat.
A vague prompt — "make a UI for a book club" — produces one arbitrary layout, silently guesses at features you never asked for (polling? a photo gallery?), and anchors you on a flawed start. By the time you've bent it to the features you do want, it looks clunky and inelegant. Three disciplines remove the trap, and this skill enforces all three:
| Discipline | What it means | What it prevents | |---|---|---| | Specificity | Bake the exact features in; nothing extra | Feature creep, arbitrary navigation elements | | Stylistic intent | Name the mood — warm coffee-shop palette? paper & typography? clean editorial? | Point-of-view-less, generic layouts | | Multiplicity | Ask for many divergent options at once | Anchoring on the first guess |
Early is your only cheap chance to explore wide. Spend it.
.planning/APP.md — features, audience, platform. The feature list is exactly what you bake into every variation.<mvp-features>.APP.md is missing, that's fine — elicit the essentials first via AskUserQuestion (this is the novice front door): the one screen, its 3–5 must-have features, the mood, and 0–2 reference apps. You do not need to know how to write the "good prompt" — the skill assembles it from your answers.AskUserQuestion if it isn't already pinned down in APP.md): the screen, the 3–5 must-have features (baked in — this is what stops feature creep), the mood cue, reference apps.#Preview with a descriptive, memorable name — "Cozy", "Editorial", "Club Hub", "Blueprint Atelier". The name is the handle you'll use when you remix. Put each in its own file (or a clearly separated struct) so the named previews render side by side in Xcode's canvas.swift #Preview("Cozy") { CozyHomeView(club: .sample) } #Preview("Club Hub") { ClubHubHomeView(club: .sample) }
xcodebuild build (or the canvas) — you're carrying this forward, not screenshotting a dead mock.Present the named set; the user flips between them and reacts. Expect duds ("…well, it was worth a shot") — range is the goal, not a batting average.
generators/preview-data-generator) so you can edit them, and make the content plausible for the audience — a book club's discussions are about books, not lorem ipsum. Plausible also means messy, not idealized: prototype with real data ranges, because the layout that flatters a hilly San Francisco route must also survive a pancake-flat New York one (WWDC23). Ideal placeholders hide exactly the cases that break a design..help()/detail access, or wrap to multiple lines?Delegate the state-matrix generation to the swiftui-builder agent (it emits a #Preview per state); you decide which states matter.
Signature interactions — a cover-to-detail transition, a staggered list entrance — are where an app reads as considered or cheap. Don't hand-edit constants scattered across files; have the agent build a tuning panel.
design/animation-patterns for the curve knowledge; the panel is its runnable counterpart.-uiTestSeed..planning/PROTOTYPE.md + real SwiftRecord the decisions so the next session — and /apple:plan — inherits them:
markdown# UI Prototype — [Screen], Phase [N] ## Variations explored (Stage 1) | Preview name | Organizing idea | Verdict | |--------------|-----------------|---------| | Cozy | single-scroll, warm serif, current-book hero | ✅ base direction | | Club Hub | tab bar + standings board | remix: take the standings board | | Blueprint Atelier | grid → detail | ✗ too cold | ## Chosen direction & remix (Stage 2) - Base: *Cozy*; grafted the standings board from *Club Hub*. - Sample data: `PreviewData/BookClubSamples.swift` (editable, reused across previews). - Edge cases covered: empty (added CTA + account entry), long member list (rank pinned + expand), long titles (truncate). ## Tuned moments (Stage 3) - Cover→detail: spring(stiffness: …, damping: …); rows stagger 0.04s. Panel: `Debug/TransitionTuner.swift` (DEBUG only). ## Carry-forward - Winning layout → `/apple:plan` `<flows>` + `<apple-patterns>`; keep the Swift files.
Plus the actual files in the project: the variation views, the sample-data file, and any tuning panel (DEBUG-guarded).
/apple:new-app, or at the start of a UI-heavy phase, before /apple:plan locks a layout. Exploration is cheapest before the "real" screen exists./apple:plan (<flows> / <apple-patterns>) and /apple:build; don't rebuild it.flow-walkthrough / /apple:walkthrough: prototype the screen (diverge, choose, tune), then walkthrough the flow (verify transitions and dead-ends) once it's wired up. Explore → build → verify.product/ux-spec: ux-spec formalizes one spec; this skill is how you find the one worth formalizing. Feed the winner in, or skip ux-spec for small apps.generators/preview-data-generator (sample content), the swiftui-builder agent (edge-case #Preview matrix), design/animation-patterns (curve reference).Other measured skills in the registry, with their headline benchmark lift.