breadboarding
Transform a workflow description into affordance tables showing UI and Code affordances with their wiring. Use to map existing systems or design new ones from shaped parts.
What this skill does
# Breadboarding Breadboarding transforms a workflow description into a complete map of affordances and their relationships. The output is always a set of tables showing numbered UI and Code affordances with their Wires Out and Returns To relationships. The tables are the truth. Mermaid diagrams are optional visualizations for humans. --- ## Use Cases Breadboarding serves two functions: ### 1. Mapping an Existing System You don't understand how an existing system works in its concrete details. You have a workflow you're trying to understand — explaining how something happens or why something doesn't happen. **Input:** - Code repo(s) to analyze - Workflow description (always from the perspective of an operator trying to make an effect happen — through UI or as a caller) **Output:** - UI Affordances table - Code Affordances table - (Optional) Mermaid visualization **Note:** If the workflow spans multiple applications (frontend + backend), create ONE breadboard that tells the full story. Label places to show which system they belong to. ### 2. Designing from Shaped Parts You have a new system sketched as an assembly of parts (mechanisms) per shaping. You need to detail out the concrete mechanism and show how those parts interact as a system. **Input:** - Parts list (mechanisms from shaping) - The R (requirement/outcome) the parts are meant to achieve - Existing system (optional) — if the new parts must interoperate with existing code **Output:** - UI Affordances table - Code Affordances table - (Optional) Mermaid visualization ### Mixtures Often you have both: an existing system that must remain as-is, plus new pieces or changes defined in a shape. In this case, breadboard both together — the existing affordances and the new ones — showing how they connect. ### 3. Reading a Whiteboard Breadboard Hand-drawn or whiteboard breadboards use a visual stacking format rather than tables. The same concepts apply (Places, affordances, wiring) but the layout conventions differ. **Visual conventions:** | Element | How it appears | |---------|---------------| | **Place** | Colored block (often pink/purple) at the **top** of a vertical stack | | **Affordances in a place** | Blocks stacked **underneath** the place block — containment is shown by vertical position in the stack | | **Code affordances** | Typically float **between** place stacks, not inside them | | **Place loader** | A code affordance positioned at the **top-left** of the place block — describes the data/inputs needed to render that place | | **Wires Out** | Solid arrows between blocks | | **Returns To** | Dashed arrows between blocks | | **Conditionals** | Indented blocks within a stack, often a different color (e.g., green), showing if/else branches | | **Place references** | `_` prefix on a place name within a stack (same as `_PlaceName` convention) | | **Uncertain/tentative** | `?` prefix or `~` prefix on an affordance name, or dashed borders — indicates the affordance is speculative | | **Containing box** | A large boundary drawn around multiple stacks — groups affordances by system or responsibility boundary (e.g., "HireEZ" box) | | **Notes/annotations** | Freeform text near elements — context, open questions, or rationale | **How to read a whiteboard breadboard:** 1. **Identify places** — Find the colored header blocks at the top of each stack 2. **Read each stack top-to-bottom** — Everything stacked under a place belongs to that place 3. **Find loaders** — Code affordances at the top-left of a place block describe what data is needed to render 4. **Trace wiring** — Follow arrows between stacks for control flow (solid) and data flow (dashed) 5. **Note conditionals** — Indented blocks with different colors show branching logic within a place 6. **Check containing boxes** — Large boundaries indicate system/responsibility boundaries 7. **Flag speculative items** — `?` and `~` prefixed items are uncertain and may not survive shaping **Translating to tables:** When converting a whiteboard breadboard to standard affordance tables, map each stack to its Place, enumerate the affordances top-to-bottom, and capture the arrows as Wires Out / Returns To relationships. Loaders become code affordances with Returns To pointing at the UI affordances they feed. --- ## Core Concepts ### Places A Place is a **bounded context of interaction**. While you're in a Place: - You have a specific set of affordances available to you - You **cannot** interact with affordances outside that boundary - You must take an action to leave **Place is perceptual, not technical.** It's not about URLs or components — it's about what the user experiences as their current context. A Place is "where you are" in terms of what you can do right now. #### The Blocking Test The simplest test for whether something is a different Place: **Can you interact with what's behind?** | Answer | Meaning | |--------|---------| | **No** | You're in a different Place | | **Yes** | Same Place, with local state changes | #### Examples | UI Element | Blocking? | Place? | Why | |------------|-----------|--------|-----| | Modal | Yes | Yes | Can't interact with page behind | | Confirmation popover | Yes | Yes | Must respond before returning (limit case of modal) | | Edit mode (whole screen transforms) | Yes | Yes | All affordances changed | | Checkbox reveals extra fields | No | No | Surroundings unchanged | | Dropdown menu | No | No | Can click away, non-blocking | | Tooltip | No | No | Informational, non-blocking | #### Local State vs Place Navigation When a control changes state, ask: did *everything* change, or just a subset while the surroundings stayed the same? | Type | What happens | How to model | |------|--------------|--------------| | **Local state** | Subset of UI changes, surroundings unchanged | Same Place, conditional N → dependent Us | | **Place navigation** | Entire screen transforms, or blocking overlay | Different Places | #### Mode-Based Places When a mode (like "edit mode") transforms the entire screen — different buttons, different affordances everywhere — model as separate Places: ``` PLACE: CMS Page (Read Mode) PLACE: CMS Page (Edit Mode) ``` The state flag (e.g., `editMode$`) that switches between them is a **navigation mechanism**, not a data store. Don't include it as an S in either Place. #### Three Questions for Any Control For any UI affordance, ask: 1. Where did I come from to see this? 2. Where am I now? 3. Where do I go if I act on it? If the answer to #3 is "everything changes" or "I can't interact with what's behind until I respond," that's navigation to a different Place. #### Labeling Conventions | Pattern | Use | |---------|-----| | `PLACE: Page Name` | Standard page/route | | `PLACE: Page Name (Mode)` | Mode-based variant of a page | | `PLACE: Modal Name` | Modal dialog | | `PLACE: Backend` | API/database boundary | When spanning multiple systems, label with the system: `PLACE: Checkout Page (frontend)`, `PLACE: Payment API (backend)`. ### Place IDs Places are first-class elements in the data model. Each Place gets an ID: | # | Place | Description | |---|-------|-------------| | P1 | CMS Page (Read Mode) | View-only state | | P2 | CMS Page (Edit Mode) | Editing state with page-level controls | | P2.1 | widget-grid (letters) | Subplace: letter editing widget within P2 | | P3 | Letter Form Modal | Form for adding/editing letters | | P4 | Backend | API resolvers and database | Place IDs enable: - **Explicit navigation wiring** — wire `→ P2` instead of to an affordance inside - **Containment tracking** — each affordance declares which Place it belongs to - **Consistent Mermaid subgraphs** — subgraph ID matches Place ID ### Place References When a nested place has lots of internal affordances and would clutter the parent, you can **detach** it: 1. Put a **reference node** in the parent place using underscore prefix: `_letter-browser` 2. Define the full place separately with
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