AI Tooling · Design Ops
Robby 5 v1
At Levelpath: a two-week, no-Figma demo that became the prototyping tool a whole design team used — and my first lesson in what AI tooling needs in order to hold.
- Role
- Designer, then sole builder
- Timeline
- 2 weeks, then ~2 months
- Team
- Two designers on the demo; the tool was mine
- Result
- 8 people prototyping in it almost daily
01 / 07 · Levelpath · April 2024 – April 2026
A design system, at a company that never stood still
I was hired to fix and own the design system at Levelpath, an enterprise procurement platform that grew from about 40 people to over 140 while I was there — shipping roughly 300 issues a quarter.
Keeping the rules intact at that pace was already my problem when my manager handed me a new constraint.

02 / 07 · Level Up · the AI era begins
My main tool was taken away
Level Up, a customer event, was on the calendar, and my manager added a rule: no Figma. Another designer and I had to build the prototype in code, with Claude Code, an AI coding tool. Every prototype we’d made before had started in Figma.
- 2 wks
- start to presented
- 2
- designers, same prototype
- 0
- Figma files
03 / 07 · Level Up · the demo
Convincing, not functional
Three personas. A real chat box — you type, you hit send, a scripted answer comes back. It looked like a working product. It was on rails.
It presented well, and the company decided to invest further. That decision is what created Robby 5 v1.
It had to hold up on stage, not in production.
04 / 07 · v1 · turning the demo into a tool
Describe a screen, get a working first draft
The demo was fast enough that I couldn’t stop thinking about what it could be with the right setup around it. That weekend I started building a tool, and by Sunday it worked. I kept building it for two months alongside my regular design work.
v1 knew our components, colours, and layouts, so a designer or PM could describe a screen and get back a clickable prototype in our design language — not a static mockup.
What it honestly was: a prototype builder with almost no guardrails.
Guardrails in v1
- Color— included
- Tokens— included
- Component rules— none
- Product context— none
- Enforcement— none
05 / 07 · v1 · how the team used it
Prototyping stopped needing a designer
Before, every prototype went through a designer, and ideas lost detail in the handoff. With v1, PMs started showing up to design reviews with prototypes that already matched our design language.
Designers copied each other’s working prototypes instead of redrawing them, and exploring five directions before picking one became normal.
I was able to create general prototypes — mind you, very ugly — but it helped talk through the ideas with the design team.
We’re now shipping real, functional code prototypes in hours instead of days.
06 / 07 · v1 · what it did
Days of back-and-forth became a single day
In one case I built several versions of a new component on real customer data in a single day — impossible in Figma, impractical to ask engineering for — and it went straight into a customer session.
- 8
- people prototyping in it almost daily
- ~150%
- more output, by a designer’s own estimate
- 1 day
- to build a prototype on real customer data, ready for a customer session
Design stopped being a bottleneck and became a conversation.
07 / 07 · v1 · the rebuild’s premise
What v1 got wrong
01
The rules lived in six places
Notes, data files, styles, and logic buried in scripts. Adding one component meant updating three or four files, and every mistake was harder to find than the last.
02
It knew what things looked like, not what they meant
Our colours and components, but none of the product’s own language — record types, statuses, terminology, workflows.
03
A learning curve that kept people out
People who weren’t comfortable with AI tools had a hard time getting started. Lowering that barrier earlier would have brought more of the team in sooner.
Level Up and v1 added power, not rules. So I rebuilt it from scratch, on my own, around exactly the guardrails v1 never had.