design

Design skills for Apple platform UI — Liquid Glass, animations, game feel (haptics, sound, celebrations), UI prototyping, UX writing, SF Symbols, and typography. Use when implementing design language features, adding juice/feedback, writing interface copy, or choosing type and iconography.

By rshankras · 580 installs

npx skills add rshankras/claude-code-apple-skills --skill design

Source repository · Upstream listing

Design Skills Skills for implementing Apple's modern design systems across platforms. When This Skill Activates Use this skill when the user: Asks about Liquid Glass design Wants to implement modern Apple UI effects Needs guidance on visual design patterns Asks about materials, transparency, or blur effects Wants to create fluid animations Asks about spring , bounce , or snappy animations Wants PhaseAnimator or KeyframeAnimator help Needs view transitions , matched geometry , or hero transitions Wants SF Symbol effects (bounce, pulse, wiggle, breathe) Asks about animation completions or withAnimation Says the app feels flat or wants juice/game feel (celebrations, haptics, sound effects) Wants a feedback audit — do events reach the user on the right channels? Needs UX structure help: navigation clarity, discoverability, information architecture Is writing or reviewing interface copy, alerts, or feature names Asks about SF Symbols usage/authoring, fonts, Dynamic Type, or type hierarchy Available Skills liquid glass/ Comprehensive Liquid Glass implementation for iOS 26+, macOS 26+. SwiftUI .glassEffect() API AppKit NSGlassEffectView GlassEffectContainer patterns Morphing transitions Interactive effects Button styles animation patterns/ SwiftUI animation patterns for iOS 13–18+. Spring configurations (3 API generations) PhaseAnimator and KeyframeAnimator (iOS 17+) View transitions, matched geometry, navigation transitions SF Symbol effects Animation completions, transactions, timing curves game feel/ Game feel ("juice") as a discipline — the event×channel feedback audit, haptic vocabulary design (Core Haptics service architecture), and sound effect layers that coexist with music. Routes to animation patterns for motion technique and generators/milestone celebration for generated code. ui prototyping/ Explore divergent UI directions for a screen as named, runnable Swift Preview variants — compare, remix, and tune before committing to one design. ux writing/ Interface copy that works — voice/tone, the PACE framework, alert anatomy, feature naming, empty states, and the small word edits that measurably improve UX. sf symbols/ SF Symbols end to end — choosing/configuring system symbols (rendering modes, variable color/draw), authoring custom symbols that interpolate across weights, and the animation preset vocabulary. typography/ UI typography — text styles and Dynamic Type, the San Francisco family with its width axis, optical sizes, tracking vs kerning, and custom font scaling obligations. Key Principles 1. Platform Consistency Follow Apple Human Interface Guidelines Use system provided APIs Respect user appearance preferences 2. Performance Use GlassEffectContainer for multiple effects Limit number of glass effects per view Consider GPU resources 3. Visual Hierarchy Glass effects create depth and layering Use tints to indicate prominence Combine with appropriate shadows Reference Documentation [Applying Liquid Glass to custom views (SwiftUI)](https://developer.apple.com/documentation/swiftui/applying liquid glass to custom views) [NSGlassEffectView (AppKit)](https://developer.apple.com/documentation/appkit/nsglasseffectview) Local captured docs (optional): if ~/Downloads/docs/SwiftUI Implementing Liquid Glass Design.md or ~/Downloads/docs/AppKit Implementing Liquid Glass Design.md exists, read it for extra detail; skip silently if absent.