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.
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