prototype-spec
Installation
SKILL.md
Prototype Spec
A static mockup shows one moment of one state on one screen size; engineering has to invent everything else, and every invention is a coin flip that lands in QA or in production. This skill converts a design into numbered, testable behavior statements so the build matches intent the first time, instead of surfacing as "that's not what I meant" a sprint later.
A spec must answer three questions the mockup cannot: what happens when I touch it, what does it look like in every state, and what happens when something goes wrong.
Operating procedure
Order matters: the element inventory (Step 2) feeds every later step, and states must exist before interactions can reference them.
Step 1: Gather inputs
- The design files and which screens are in scope.
- Fidelity target - pick from the ladder below; do not spec at higher fidelity than the decision requires.
- Supported breakpoints and input modes (touch, pointer, keyboard).
- The design token and motion system names, so the spec references tokens, never raw values.
- Known backend realities: what can be slow, what can fail, what can be empty. If unknown, mark each as a guess and flag for engineering confirmation.
Fidelity ladder - match spec depth to project phase: