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super-prototyping

super-prototyping

An app and a set of agent skills for rebuilding and designing product UI as self-contained HTML artboards on a local tldraw canvas, with the measuring toolkit the skills drive. Your boards stay in your project, and the app upgrades around them.

The point of it is a replica you can defend. Every colour and every metric on a cloned board traces back to a measurement of the source capture, and the capture itself is parked on the canvas directly under the replica, so the two are one glance apart rather than one memory apart.

How you use it: install the app, open the canvas, then hand Claude Code your screenshots and ask for the clone-prototype skill. It grids the capture, samples it region by region, writes one measured token block, generates every board from a single gen.py, then re-renders those boards and diffs them against the capture until the numbers hold. new-ui-mock does the same for screens that have no reference to measure. Both write .html files into canvases/<board>/, and the canvas picks them up as shapes with no registry, no build step and no design tool.

Five worked examples

Five of the app folders in canvases/. That folder's own README.md lists them all. Each is a real clone-prototype run, rebuilt from measured samples with the evidence recorded for every token. Open any of them with ?canvas=<slug>, and one board of it with ?canvas=<slug>#<file>. The address follows whatever is open, the page and the board in the inspector, so the URL in the bar is always the link to share.

duolingo-ios, eight screens that are mostly picture

duolingo-ios

Replica on top, its source capture directly below it. The captures are cropped to the same 393 × 852 screen and masked to the same 52pt corner radius, so the two rows line up pixel for pixel. Six screens of the learning path and the two modal sheets.

luma-ios, twelve screens and the process behind them

luma-ios

Six of the twelve. The replica draws a Dynamic Island the capture does not have: the source composites it out, the iOS frame spec draws it, and this run keeps the frame and excludes the top 56pt from its numbers.

notion-ios, eighteen screens

notion-ios

Replica on top, its source capture directly below it. @3x captures, same crop and same scale.

claude-ios, fifteen screens across four flows

claude-ios

Six of the fifteen. Home, a streaming answer, voice mode, an artifact card, the Add to Chat sheet and a photo answer. The serif answer column is set in Georgia standing in for Tiempos, matched on cap height and about 11% wider.

raycast-ios, eleven screens across three flows

raycast-ios

Replica on top, source capture directly below it. Same crop, same scale, so the two rows line up pixel for pixel. The Models sheet and Presets flows; the six "Ask AI" screens are on the same board.

Install

On macOS, Homebrew installs the app:

brew install --cask ReScienceLab/tap/super-prototyping

Then open Super Prototyping. The cask installs the same Super-Prototyping-<version>-<arch>.dmg every release attaches, so downloading that instead gives the same app, signed and notarised from v1.5.2 on.

On Windows, releases after v1.5.2 attach Super-Prototyping-<version>-x64.exe. It installs for the current user and asks for no administrator. It is not signed, so the first time it runs Windows says "Windows protected your PC": choose More info, then Run anyway.

From then on the app updates itself. On launch it looks for a newer release, downloads it in the background and asks once to restart; Later installs it when you quit. The first launch's welcome shows the version, and a click on it checks again. v1.5.3 and earlier do not, so update those once by hand, with brew upgrade --cask super-prototyping or the new installer.

The app is the canvas in a window, and it needs no terminal and no bun. It opens straight onto its home page, which is no project's, and asks over it which agent you will work with, Claude Code or Codex. New projects are made in Documents/Super Prototyping from the home page or the + on the tab bar, and each shows its canvases with the example canvases beside them, read-only until you clone one into the project. The agent works in the panel on the left, with or without a project open, and remembers the conversation until you start a new one. It runs in a folder of its own under Documents/Super Prototyping/.workspaces, which holds the skills, kept at the app's version.

The app is also the whole install for an agent outside it. On macOS, every launch links sp, refkit and artgen onto ~/.local/bin, adds that to your shell's PATH once, and links the skills into ~/.claude/skills, ~/.agents/skills (Codex and the agents that share it), ~/.hermes/skills and ~/.factory/skills, wherever that agent is installed. Every link goes through ~/.local/share/super-prototyping/current, which the app points at itself on each launch, so an update moves the skills and the commands with it. With Codex installed it also lets Codex run the three commands without asking, as a prefix_rule in ~/.codex/rules/default.rules. The commands run the toolkit inside the app with uv. On Windows the app links the skills the same way, as junctions, and runs uv tool install on its toolkit, which puts the commands in ~\.local\bin; uv's own installer already put that directory on PATH. sp uninstall takes all of it back.

An agent that has the skills and not the app installs it itself: the prototype-canvas skill's scripts/install.sh downloads the app into /Applications (or ~/Applications) and opens it. When the app has found a newer release, every command prints a [super-prototyping:notice] line on stderr, and sp upgrade has the app install it.

Start a project

Your project holds boards and nothing else — no canvas app, no toolkit, no skills to keep in step:

mkdir -p my-product-design/canvases && cd my-product-design
cp -r "$(sp root)/canvases/templates" canvases/<slug>
python3 canvases/<slug>/gen.py

sp root prints the tree inside the app. Every worked example above is in there to copy from too.

Run the canvas

sp open               # the app, on its home page
sp start              # the same canvas in a browser, without the app

Every project is a folder under ~/Documents/Super Prototyping, made from the home page's New project, and served at /p/<name>/; PROTOTYPING_PROJECTS_DIR moves that folder. No folder elsewhere is ever opened as a project, so a project's Delete cannot trash code you did not make there. sp open starts the app if it is not running and prints the address. sp start is for where the app cannot run. From a checkout without a build, it downloads the canvas built for that version into ~/.cache/super-prototyping/, then serves it on 127.0.0.1:5173 with node or bun, opens the browser, and prints the address. --port N (or SP_CANVAS_PORT) moves the port, sp status and sp stop do what they say. sp paths lists the two directories it writes, and sp clean removes them.

Deep-link a page with ?canvas=<slug>, and one board of it with ?canvas=<slug>#<file>: it opens in the inspector with the camera on it, and clicking any board writes that link into the address bar. Right-clicking the canvas offers Force refresh; choose it after editing a layout.json. A board folder added after boot appears on its own.

The workflow

Five skills, in skills/ (which .claude/skills/ and .agents/skills/ symlink to, so this checkout loads what an install does):

Skill Use it for
clone-prototype Copying a real app's screens. Grid the reference, sample colours visually, name the type face, derive one measured token block, generate the artboards, verify by re-rendering, park the reference underneath.
new-ui-mock Designing new screens with no reference, built on existing tokens, including the empty/loading/error states and side-by-side proposals.
prototype-canvas Running and operating the canvas: boards, layout.json, the window.snapCanvas bridge, annotated-screenshot review, the force-refresh.
define-product Working out what the product is before anything is drawn: an interview, one or two questions at a time, problem before solution, gaps left TBD rather than invented. It writes the project's PRD.md, which the canvas shows as the first tab, with the screen inventory new-ui-mock designs from.
brand-kit Collecting a product's own brand and promotional material -- the company's own brand or press kit, store listings, verified social accounts, the newsroom -- and turning it into the image rows of a canvas folder, each asset carrying its source and whether the company published it.

The rule the whole thing is built around: every colour and every metric in a cloned artboard traces to a measurement. Grid the reference image, look at it, name the element, then write the token. Values that "look about right" are how a replica quietly stops being one.

clone-prototype, phase by phase

Never skip ahead. Sampling before tokens, tokens before HTML.

Phase What actually happens Looks like
0
Collect
references
Save every capture to a scratch dir first, because image caches rotate mid-task. Record the capture scale once, in px per design pt, and cross-check it against height. A 0.76 px/pt strip cannot settle thin ink, so get one native @3x capture of any screen in the same app.

Out: p1.png … pN.png, and one number: 300 / 393 = 0.7634.

One settings row, both scales. The divider survives only one of them.
1a
Grid,
then look
refkit grid p4.png -o g04.png --zoom 3 --minor 10 --major 50 draws a labelled grid onto the pixels. Then you read g04.png as an image and name the element each region belongs to before measuring anything. Coordinates picked blind produce numbers with no element attached, and those are the ones that land in the wrong token. Gutters, row pitch, insets and radii come off the same red labels.

Out: a named region list, in design pt.

Cyan every 10pt, red every 50. The preset rows land 64 apart. Read, not guessed.
1b
Sample,
region by
region
refkit sample p4.png 76 646 132 668 --pt 3 runs a census over one named region; --pt keeps both halves in design pt, so you type the numbers you just read off the red labels. Which line of the census you believe depends on what you pointed at:
• page, card, sheet → flat fills. A pixel equal to all four neighbours is a real fill, not an antialiased edge
• badge, dot, brand mark → all pixels, top entry, on a core-only crop; too small to have a flat interior
• text → ink core, the darkest few percent. The mode of a text region is its background: 93% of that Mistral box is #F2F2F2
• pitch, edges, radii → bands / bbox / scan
• 1pt divider or border → refkit hairline instead; a hairline never reaches full coverage in a downscaled capture, so solve it from the ink deficit rather than picking it. A solve within ~2 of the page background means the real UI has no divider there.

Out: a token table with an evidence column. No evidence, no token.

Three named regions, three techniques, one crop of the Presets list. The label's own census is 93% background. The ink is the darkest 2%.
1c
Name the
face
refkit font ref.png 17.3 139 78.7 152 Libraries --pt 3 --fonts brand/ renders that word in every candidate face and ranks the glyph shapes at a common cap height. A closed set of ~20 faces already on disk is the right problem: the published classifiers solve a 3,000-class Google-Fonts one and so structurally cannot answer SF Pro. Under a 0.05 top-two margin it reports no call rather than naming a lookalike.

Out: the one token nothing else could measure: --x-font, with evidence. Why not a model.

One word, two candidate sets. Slack ships Lato, which is not a system face, so the left column refuses, and --fonts turns it into an answer.
2
Design
system
One :root block: the measured font stack, colour ramp, radii per component class, composite font: shorthands, geometry constants. Built as the first artboard, because it is the contract every screen is checked against.

Out: 00-design-tokens.html.

Every swatch carries its hex and the element it was sampled from.
3a
One
generator
A single gen.py emits every screen, inlining that :root byte-identically. Artboards are output, never source. Hand-edit one and the next run reverts it.

Out: NN-<slug>.html × N, layout.json.

Four boards out of one script. 478 × 980 each, self-contained, no shared stylesheet.
3b
Source the
artwork
Every picture already on the capture is cropped out of the capture at its own measured box, keyed by id in a crops.json the generator reads: cut() writes assets/art/<id>.png, art() places the <img> back at the same pt numbers, so an asset cannot drift from where it was measured and a box correction is one edit rather than two. A crop is the reference's own pixels, so it scores Δ 0 by construction, and that is the whole argument for preferring it. Generate only what no capture contains, and when you do, hand the model the answer's geometry: pack the assets into a grid, each in its own cell at the size and position it must come back at, so it upscales in place instead of composing. That is worth 18.41 → 3.96 on the same six assets. artgen runs it end to end and scores each asset against the crop it came from. Density is free (77 assets in one call beat 6); native size is not, so anything under ~128px stays CSS or SVG.

Out: crops.json and a committed assets/art/.

One asset, four ways to get it. Generated alone it is a good drawing and a bad measurement; generated in a grid it is 4.6× closer and still not the crop.
4
Verify by
rendering
shoot --crop-phone --check-overflow renders and de-frames, diff --regions puts your fill next to the reference's, tokens audits the :root. Fan the looking out, one read-only subagent per screen, and keep a single writer for the generator.

Out: a Δ per region, in numbers.

Two boards, one token apart. Nothing to see; six values to fix.
5
Park the
reference
Each source capture goes into its own ref-NN-*.html as a data: URI, listed as a third layout.json row in the same order as the replicas. Rows lay out at index × (w + gap), so item N lands under item N.

Out: every replica sits directly above its source.

Both rows as the canvas renders them. The reference artboard is the raw capture plus its attribution line. No bezel, nothing redrawn.

The loop is 1a → 4 → 1a. A diff that disagrees sends you back to the grid, not to the CSS. A correction you have not re-rendered is not a correction.

Constraints on every artboard

Boards render in <iframe srcDoc sandbox="">:

  • Fully self-contained: no external CSS, JS, fonts or images. data: URIs and inline SVG only.
  • The shape box is 478 × 980; overflow is silently clipped.
  • iPhone frame is 393 × 852 pt at 1pt = 1px (54px status bar, 125 × 36 Dynamic Island, 139 × 5 home indicator).

See skills/prototype-canvas/references/layout.md for layout.json rows and captions.

Toolkit

refkit, artgen and sp install together as super-prototyping-tools. shoot additionally needs Google Chrome; on Windows, Edge will do.

refkit grid ref.png -o grid.png --zoom 3          # overlay to read by eye
refkit sample ref.png 40 120 300 160 --pt 3       # fills, modes, ink core
refkit bands ref.png 30 120 60 780 --pt 3         # ink bands and their pitch
refkit scan ref.png col 196 380 410 --pt 3        # colour runs -> exact edge
refkit hairline ref.png 40 200 300 204 --bg FFFFFF --scale 0.7634
refkit font ref.png 17 139 79 152 Libraries --pt 3 \
    --fonts ./brand-fonts                         # name the type face
refkit shoot canvases/my-app/*.html -o mine \
    --scale 3 --crop-phone --check-overflow       # render, de-frame, fail if clipped
refkit diff mine/01.png ref.png --pt 3 -o d.png   # side by side + numbers
refkit tokens canvases/my-app             # one :root, no undefined var()
refkit --version                                  # which release you are on

Working on it

cd canvas && bun run lint && bun run test && bun run build
uv run --with pillow --with numpy python tools/test_refkit.py
uv run python tools/test_sp_canvas.py
(cd desktop && bun install && bun test && bun run build)   # the macOS app
scripts/bump-version.sh --check      # every file agrees on one version

The Validate workflow runs all of that on every pull request.

Releasing. The version is not bookkeeping: it is what the app's updater compares against an install, so commits on main reach nobody until it moves. Dispatch the Release workflow with the new version — it runs the gates, moves every version with scripts/bump-version.sh, and opens a release PR, because "Protect main" wants a pull request and nothing bypasses it. Write that version's section in RELEASE-NOTES.md, then merge: the tag super-prototyping--v<version> and the GitHub Release follow from the merge. The whole procedure, including what to do when a step fails, is under "Cutting a release" in CONTRIBUTING.md.

Licence

This repo is Apache-2.0 (see LICENSE).

The tldraw SDK it depends on is not. tldraw ships under the tldraw licence: free to use with the tldraw watermark visible, paid business licence to remove it. Apache-2.0 here covers this repo's own code only. Anyone running the canvas is bound by tldraw's terms, and the watermark must stay.

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Copy any app's UI, prototype your own — as plain HTML artboards on a local canvas. No design tool, no build step. Every color and metric traced to a measurement.

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