Guides

Guides to prototyping and design

Plain-language answers to the questions behind prototyping a product — from what a clickable prototype actually is to how to hand a design off to engineering.

All guides

  • What is a clickable prototype?

    A clickable prototype is a navigable model of a product where screens link and states respond, so you can experience the flow before any app code is written.

  • Wireframe vs mockup vs prototype: what each one is

    A wireframe is the structure, a mockup is the look, and a prototype is the feel. Here is what separates the three and when to use each in product design.

  • AI prototype generators, explained

    An AI prototype generator turns a text description into a working prototype of a product. Here is how they work, what to look for, and where they fit in design.

  • AI mockup generators, explained

    An AI mockup generator turns a prompt into a high-fidelity UI mockup. Here is how they work, how a mockup differs from a prototype, and when each fits.

  • How to prototype an app before you build it

    Prototype an app before building by deciding every screen and state up front. Here is a practical sequence and how to get a complete clickable prototype fast.

  • Using a prototype in an investor pitch

    A clickable prototype makes an investor pitch concrete: investors click through the real product instead of imagining it from slides. Here is how to use one well.

  • What is a design handoff, and why does it matter?

    A design handoff is the moment design becomes engineering’s input. Clear, stack-agnostic handoff specs are what let a team build from a decided design.

  • High-fidelity vs low-fidelity prototypes

    Low-fidelity prototypes test structure fast; high-fidelity prototypes test the real experience. Here is the difference and when to use each.

  • What is a design system?

    A design system is the single set of rules — tokens, components, patterns, and guidelines — that keeps a product consistent. Here is what one contains and why it matters.

  • Design tokens explained

    Design tokens are named values — colour, spacing, type — that turn design decisions into a single source of truth a whole product and both its themes can share.

  • Empty-state design, explained

    An empty state is often the first thing a new user sees. Good empty-state design turns a blank screen into a guide toward first value. Here is how to design one.

  • Error-state design, explained

    Error-state design is how a product behaves when something goes wrong. Clear, recoverable error states separate a trustworthy product from a frustrating one.

  • Loading-state design, explained

    Loading-state design is how a product feels while it waits. Skeletons, spinners, and optimistic UI shape perceived speed as much as real speed does.

  • Dark mode design, explained

    Dark mode is not just an inverted palette. Good dark mode design rethinks contrast, elevation, and colour so a product reads well in both themes.

  • Responsive design basics

    Responsive design is how a product adapts across screen sizes. Here are the basics — breakpoints, fluid layouts, and mobile-first thinking — explained simply.

  • Prototype vs MVP: what each one is for

    A prototype tests the design; an MVP tests the market with a real product. Confusing the two wastes time. Here is the difference and when to use each.

  • No-code vs prototype: which do you need?

    No-code tools build a working app without engineers; a prototype designs the product first. They solve different problems. Here is how to choose between them.

  • How to write a good prompt for a prototype

    A good prototype prompt names the product, its users, the core flows, and the tone. Here is how to write one that generates a complete, non-generic prototype.

  • User testing a prototype, explained

    User testing a prototype means watching real people use it before you build. Here is how to run a session, what to ask, and why a clickable prototype is ideal.

  • Component library vs design system

    A component library is the built UI pieces; a design system is the whole framework of rules around them. Here is the difference and why it matters.

  • Accessibility in prototypes, explained

    Deciding accessibility in the prototype — contrast, focus, labels, and structure — is far cheaper than retrofitting it after a product has been built.

  • Style guide vs design system

    A style guide documents how a brand and UI should look; a design system makes those rules reusable across a product. Here is how they differ and overlap.

Questions

What do these guides cover?
The practical questions behind product prototyping: what a clickable prototype is, how wireframes, mockups, and prototypes differ, how AI prototype and mockup generators work, what a design handoff is, and how to prototype an app before building it.
Are the guides tied to Koryvant?
The guides are written to be useful on their own — they explain the concepts plainly. Where Koryvant is the natural example, it is named honestly as the design-complete blueprint layer, not a full-app builder.