Team introduction · September 2026
Prototype / do not ship

Don’t debate the idea.
Touch it.

A prototype is throwaway code built to answer one design question—fast enough that the team can feel where the idea breaks.

Inspired by the Cartier, FuXing and Clienteling decks, these three demos turn abstract discussion into questions the team can click, compare and challenge.

Three questions.
Three disposable answers.

A UI prototype uses structurally different variants to answer “What should this look like?” A logic prototype uses a driveable state model to answer “Do these rules really work?” The goal is not an aesthetic vote—it is to expose the product decision sooner.

01
UI prototype · 3 variants

AI-augmented Client 360

Which information architecture gets an SA from client signals to a grounded, sendable message fastest? Compare Briefing Canvas, Conversation First and Signal Timeline.

ClientelingWeComAI actions
Open prototype
02
Logic prototype · state machine

SA Client Transfer

When an SA leaves or changes boutique, how should client contacts and open CRM tasks move safely to a new SA? Try transferring without approval or forcing excluded clients.

WeCom contactsBM approvalCRM tasks
Try the handover
03
UI prototype · 3 variants

Smart Boutique Appointment

Should appointment preparation be organised around the journey, the work to complete or the client’s story? Compare Journey Map, Preparation Cockpit and Client Story.

Chez CartierAppointmentSA workflow
Compare directions

The prototype contract

1 · State the question

One prototype answers one decidable question. Keep the question visible at the top so the exploration stays focused.

2 · Surface the state

Show the relevant state after every action or variant switch, so the team can see what changed instead of guessing.

3 · Capture the verdict

Rewrite the validated decision into the real product. Keep the prototype on a throwaway branch as primary decision evidence.