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UX Prototyping & Protopie

  • Principles
    • Educational
    • Figma Integration
  • Patterns, Pitfalls, Ploys
    • Patterns
    • Pitfalls
    • Ploys
  • More …
    • People-Centered Design
    • Thinking about AI
  • Principles
    • Educational
    • Figma Integration
  • Patterns, Pitfalls, Ploys
    • Patterns
    • Pitfalls
    • Ploys
  • More …
    • People-Centered Design
    • Thinking about AI

Sending messages to two places

Sending and receiving mismatched messages

You can send messages in different ways, but Protopie requires you to receive them in the matching way. A common (and easy) mistake is to send a message to a 'parent' while wanting to receive it from the current scene.

Use Variables

Variables are very powerful simplifying tool and they do not seem to have any impact on Protopie's performance.

Rough, Rapid, Right

Distinctive initial variable values

It can sometimes be very helpful to use -99 and "null" for the initial values for your number and text variables.

Origami Studio, Figma and others

How do these other popular platforms compare?

Use Components

It will often seem as though it will be faster to use individual elements than to use components, but in the end the time saving almost always goes the other way.

The wrong variable type

This pitfall is not a big deal, but it can waste you time as you try to track down why your variable seems to have the wrong value (or no value). It can also bite you in a formula where your variable is of the wrong type for the formula.

Moving between Figma and Protopie

Using the wrong mental model for Protopie

Check if your other pie is present

Receive and Assign hazard

Sending and receiving mismatched messages

Playing with time

How to inspect variables inside a component

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