Design and prototyping
We draw the whole product before it is built — every screen, every state, as a clickable prototype — so the design is a decision made up front, not something discovered halfway through the engineering.
The most expensive way to design a product is to build it and see. A prototype is where the disagreements surface cheaply: the empty state nobody thought about, the flow that looked fine as a sentence and falls apart as a screen, the second theme that changes everything. We settle those in a clickable model first, so the build implements a decision rather than debates one.
This is a capability we grew from building Koryvant, our own prompt-to-prototype tool — the discipline of drawing a complete, non-generic product with a real design language, every screen and both themes, before a line of app code is written. We bring that same completeness to your product, by hand where it matters.
What a prototype settles
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The complete surface, not the demo
Every screen a user reaches, in the states it really has — loading, empty, error, the edge cases — so the prototype answers the questions a hero mockup quietly skips.
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A real design language
Type, colour, spacing, and motion decided as a system in both light and dark, so the built product looks considered rather than assembled from defaults.
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A handoff that engineering can build
Clickable flows plus the specs a developer needs — so the build starts from an agreed artifact, and the design does not drift in translation.
Related from Ekarche
Want the design decided before you build?
Describe the product you have in mind. We will draw it as a clickable prototype you can click through and react to — so the build begins from something real, not a brief.