Prototo is the first prompt-native design environment. The canvas is gone. The IDE is gone. You describe what you want in plain language, and it appears on your device. That’s the entire interaction model.
The paradigm shift
Every design tool today is canvas-based — you move things on a 2D surface and AI is layered on top of that model. Prototo removes the canvas entirely.
Old model: Prompt → canvas → adjust → device
Prototo model: Prompt → deviceThe iOS Simulator is the canvas. Claude Code CLI is the design tool. You never touch a file.
The gap
| Tool | Designer-friendly | Genuinely native | Prompt-only | No IDE | No canvas |
|---|---|---|---|---|---|
| Figma Make | ✓ | ✗ (webview) | ✗ | ✓ | ✗ |
| ProtoPie | ✓ | ✗ | ✗ | ✗ | ✗ |
| Origami Studio | partial | ✓ | ✗ | ✗ | ✗ |
| Expo | ✗ | ✓ | ✗ | ✗ | ✗ |
| SwiftUI | ✗ | ✓ | ✗ | ✗ | ✗ |
| Prototo | ✓ | ✓ | ✓ | ✓ | ✓ |
Who it’s for
A product designer at a mid-to-large company. Has Figma proficiency. Ships interaction design.
Wants to prototype in native fidelity — real gestures, real haptics, Liquid Glass, actual scroll physics — without waiting for an engineer or learning React Native. Comfortable enough to open a terminal and run one command. Everything after that is prompts.
What it’s not
Prototo is not a production tool. It generates prototypes you test, share, and hand off.
The handoff to engineers is already done. DESIGN.md is the design system spec. The screens folder is the implementation in readable components. An engineer opens the project and has a complete picture.
Positioning
Prototo is the first design environment with no canvas. You describe what you want. It appears on your device.
Claude Code is the brush. The Simulator is the sketchbook. Your team’s component library is the paint.