Chapter 04 ← Home

The work

Six patterns from the field, from designer-side exploration to the marketing draft that arrives already on brand.

Use 01

Realistic prototypes

Turn static mockups into shareable interactive prototypes for feedback and user testing — no code review, no pull requests. Complex interactivity that takes twenty prompts elsewhere can land in two here.

Use 02

Wireframes & mockups

Product managers sketch feature flows visually, then hand them to Claude Code for implementation or to designers for refinement. The idea travels as a picture rather than a paragraph.

Use 03

Design explorations

Prototype a dozen directions instead of rationing yourself to two. Exploration stops being the expensive part of design — though it does become the expensive part of your usage budget.

Watch outTwelve directions cost like twelve directions. Budget it the way you budget Code sessions.
Use 04

Pitch decks & presentations

Rough outline to complete, on-brand deck in minutes — then export as PPTX, or send to Canva if someone downstream needs to keep editing.

Watch outSay “this is ending as a deck” in the first prompt, or the canvas will out-run slide grammar.
Use 05

Marketing collateral

Landing pages, social assets, campaign visuals. Marketers produce the draft; designers get looped in to polish rather than to start from zero.

Use 06

Frontier design

Code-powered prototypes with voice, video, shaders, 3D and built-in AI. Because the output is real code, the ceiling is what a browser can do — not what a design tool exports.

Watch outThis is the one place where the canvas's full ambition survives to the exit, because the exit is the canvas.

The pattern underneath all six

Every one of these replaces a description with an artefact at an earlier point in the process. The PM stops writing a spec and hands over a prototype. The marketer stops briefing a designer and hands over a draft. The designer stops defending two directions and shows twelve.

That is the whole economic argument for the product, and it is also the source of its main hazard: artefacts are more persuasive than descriptions, including when they are wrong. A convincing prototype of a bad idea gets further into an organisation than a paragraph describing the same bad idea ever would.

Say what it is

Label prototypes as prototypes when you share them. They look real enough that people forget, and the person who forgets is often the one with the budget. A single line — "this is a prototype, nothing behind it is wired up" — costs nothing and prevents a specific, recurring misunderstanding.

The field guides

Seven guides, one method. Roughly in the order a reader meets them: how the field got here, how to work across models, then the tools themselves.