Industry

FinTech

Company

TILT

Turning product requirements into interactive prototypes.

Why I built it

What if product documentation wasn't something teams read, but something they experienced? At Tilt, I was exploring how rewards-based incentives could encourage new cardholders to become more active and build lasting spending habits. The concept introduced “Leap Challenges,” which rewarded actions like moving recurring bills, enabling AutoPay, linking a bank account, and increasing card usage. I used this work to experiment with AI-generated prototypes, turning real product requirements into interactive software people could explore, test, and react to. The goal wasn't to prototype faster. It was to create a better way for teams to communicate, collaborate, and make product decisions. This interactive prototype was generated from product requirements, reference designs, and a design system using Claude-assisted workflows.

Built With:

Claude Design

Figma

Linear

Illustrator

The Shift

Instead of aligning around static screens, I explored a workflow where real product requirements could become functioning prototypes through a combination of Linear tasks, Figma systems, and Claude-assisted development. For Leap Challenges, this meant going beyond individual screens to explore the full experience, from discovering an incentive to completing an action and earning a reward.

What I Built

• Linear task → prototype workflows • Low-fidelity interaction concepts • High-fidelity production-like prototypes • End-to-end Leap Challenge flows

• Reusable design patterns powered by Claude • Living documentation for product discussions • Shared experiences for design, product, and engineering teams

What happened

I successfully translated real Tilt product requirements into an interactive Leap Challenges prototype, allowing stakeholders to experience the concept instead of interpreting it through requirements and static screens. The prototype accelerated conversations, surfaced gaps earlier, and helped teams align around how the experience should actually work.

What I learned

Working software beats static artifacts. The most effective design communication isn't documentation. It's something people can click, experience, and react to together. Prototypes create alignment in ways screenshots never can.