Turn a specified user flow into an interactive usability-testing prototype without requiring design-tool expertise.
Added Jul 26, 2026
Product managers often know the interaction they want to test but cannot efficiently build it in Figma. Creating an entire interactive flow is tedious, while open-ended AI? coding tools may invent details and reduce the precise control needed for a valid usability test. Designers can build these prototypes manually, but that consumes skilled time before the concept has been validated.
Build a guided prototyping product that converts structured wireframes, screens, and interaction rules into a test-ready clickable flow. Users retain control over states and navigation instead of relying on an unconstrained prompt. After testing, the validated screens and flow can be exported to Figma for pixel-perfect design work.
AI?-assisted interface generation has made rapid prototype creation practical, but product teams still need precision, predictable flows, and compatibility with established design workflows. The evidence also shows growing willingness among initially resistant designers to use these tools for early validation rather than final design.
Showing 1-10 of 10 signals
Produce high-fidelity, build-ready designs and clickable prototypes using AI design tools Define the end-to-end user journey, from first discovery of the feature to repeat use
I recently tried turning a product idea into a playable prototype, and it changed how I think about early validation. As PMs, we usually rely on PRDs, user flows, wireframes, or Figma prototypes to communicate ideas, but some experiences are difficult to explain until someone can actually interact with them. Instead of writing down every detail and asking people to imagine the final experience, I created a small playable version. Being able to click through the flow revealed some assumptions that looked fine on paper but felt different when experienced. It also made feedback more concrete because people were reacting to an actual interaction rather than a description of what might exist. I do not see this replacing traditional product documentation, but for certain ideas, especially interactive features or game like experiences, a playable prototype can be another useful way to explore concepts, test assumptions, and communicate product ideas before investing more resources.
Transform high-fidelity collaborative design wireframes and interactive prototypes into fluid, accessible production interfaces. Partner closely with product design streams to refine operational user journeys and apply platform-specific structural layout frameworks.
I think it's in what's in it for me. So I think that for the designer, what's in it for them is that they get to do usability testing almost immediately. They don't need to build. I didn't try to do a mock in Figma, but I do know that it's quite tedious or used to be quite tedious before Figma make. I don't know how I tried it a little, but I don't know how good it is yet. So creating the entire flow is quite tedious. So this saves them a lot of time. And I don't think, again, I don't think none of these tools replace the professionals, but they do shorten the time that they do take away a lot of the tedious work that they need to do. And it requires an open mindset.
I don't expect any vibe coding tool to give me that. But I do expect it to do a lot of the work that maybe a junior developer, a junior designer, a junior product manager would do for hours. And I do expect it to do out of the box. So we all need to level up our game with our spare time. But my designer quite liked the experience working with it. Again, first initial reaction was, why do we need it? I know my Figma. Second or third reaction was, okay, this is quite cool. I understand where it meets me. In the end, I do want to continue working with, like, we figure out what works and then we take it to Figma and we make it pixel perfect.
+7 more signals