Guide

The engineering-first guide to prompting in Lovable

You get better results in Lovable by describing a user's journey rather than a screen, changing one thing per prompt, and settling your data shape before you build on top of it.

Plutonapps Engineering1 min read

This is a sample entry. The structure is final; the full write-up is on its way.

A weak prompt describes a screen. A strong prompt describes a person trying to do something, the steps it takes, and what success looks like at the end.

What should a first prompt include?

  • Who the product is for, and what they are trying to finish.
  • The main screens, named in the order the user meets them.
  • What the user can do on each one.
  • The tone and feel you want, with a reference you actually like.
  • Anything that must be true: sign-in, roles, data that has to persist.

Why does one change per prompt work better?

Large prompts produce large diffs, and large diffs are hard to judge. A sequence of small, clear changes is faster overall because you can tell immediately which one was wrong.

Common questions

Is a longer prompt always a better prompt?

No. Specific beats long. A short prompt naming the user, the journey and the constraint outperforms a page of adjectives.

More on this: Lovable mastery & prompting

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