Agile's feedback loop starts one slice too late
We were already agile about it. Slice the work small, ship a thin slice, put it in front of stakeholders, loop. Map the stories, settle the design, build the top slice clean. And it mostly works — until someone uses that first real slice and says “oh — not like that.” The stories were right. The shared understanding wasn’t. So we loop again — except now we’re reworking shipped code, not a sketch.
Here’s the part nobody says out loud: the agile loop only starts after you’ve built something real. Getting feedback before the first slice would have meant building a full prototype up front, and that was never worth it — cheaper to ship the slice and find out. Story mapping (Jeff Patton) already points you toward prototyping the riskiest slice before building it. We did the mapping — we just skipped the prototype most of the time, and the times we didn’t, it ate too many resources up front. Same reason either way: cost.
That math just changed. A running prototype now costs a few tokens and a coffee’s worth of wait time. So the move is obvious — add one more loop, before the expensive one.
Features clear, design mostly settled, but before writing the real stories: vibe-code a throwaway, hand it over, let people click a real thing, and pipe what they say straight into the slices you were going to build anyway.
before: map → design → ship slice → feedback → rework shipped code → loop
after: map → design → prototype (the cheap loop) → feedback → ship slices that already aim right
Why this isn’t just a spike (or a walking skeleton)
It looks like things that already exist, but it isn’t quite any of them:
- A spike (XP) produces a decision or a technical answer — it’s not something a stakeholder clicks.
- A walking skeleton / tracer bullet is deliberately not throwaway — it’s thin production code you keep and build on.
- A design sprint (Jake Knapp) is the closest: build a prototype, test it with users. But it’s a facilitated five-day workshop with a façade — a realistic-looking fake.
What’s new is the cost. A design sprint costs a week and a room; this costs a few tokens and a short wait. Cheap enough to build, click, and delete per feature — by the developer, in the normal flow — at higher fidelity than a façade and with none of the keep-it pressure of a tracer bullet. Patton’s advice didn’t change; the price of following it dropped through the floor.
The catch — which is why it’s only an experiment
Two real risks:
- “Prototypes don’t get thrown out.” A vibe-coded demo convincing enough to test is convincing enough that someone says “just ship that.” The only defense is discipline: declare it disposable, keep it unmergeable, and actually mean it.
- The upfront cost is real. Tokens and time spent before any “real” code exists. The entire bet is that early, concrete feedback prevents more rework than the prototype costs.
I don’t know yet whether it pays off. I’m going to run it on the next feature and report back: did the throwaway prototype catch a “not like that” before it got expensive — or was the initial passive spend just… spent?
The cheapest place to be wrong is in code you’ve already agreed to delete.
Follow-up resources
- User Story Mapping — Jeff Patton — the “shared understanding, not requirements” source, and the prototype-above-the-line idea.
- Spike (software development) — the XP research timebox, for contrast.
- Tracer bullets / walking skeleton — why those are explicitly not throwaway code.
- The Design Sprint — GV — Knapp’s prototype-and-test-with-users process, the nearest existing practice.