Skip to content
Design
Skill

/mobile-native

Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed. Covers sticky hover states, tap highlight flashes, the 100vh bug, inputs that zoom the page, laggy taps, pull-to-refresh hijacking

From plugin
emilkowalski-skills
38k13 skills
Install
$ npx -y skills add emilkowalski/skill --skill mobile-native --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/mobile-native

Context preview

The summary Claude sees to decide when to auto-load this skill.

Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed. Covers sticky hover states, tap highlight flashes, the 100vh bug, inputs that zoom the page, laggy taps, pull-to-refresh hijacking

SKILL.md

mobile-native.SKILL.md
name: mobile-native
description: Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed. Covers sticky hover states, tap highlight flashes, the 100vh bug, inputs that zoom the page, laggy taps, pull-to-refresh hijacking scroll, content under the notch, long-press selecting button text, carousels that scroll the wrong way, mismatched status bars, and the rule that you test on real hardware. Use when a web app is being built for or reviewed on mobile, when something "works in Chrome but feels wrong on my phone", when building a PWA, a bottom sheet, a carousel, a full-screen layout, or any touch interaction. For motion itself use animate; for React Native use animate-expo.

Feeling Native On Mobile

Initial Response

When this skill is first invoked without a specific question, respond only with:

> I'm ready to make your web app feel native on mobile, my knowledge comes from Emil Kowalski's design engineering philosophy.

Do not provide any other information until the user asks a question.

A fix-it skill. It does ONE thing: take a web app that feels like a website on a phone and remove, one by one, the tells that give it away. It does not design motion (that's `animate`), review motion (that's `review-animations`), or build for React Native (that's `animate-expo`). The rules here are about the platform layer — viewport, touch, scroll, safe areas, the browser chrome — where a handful of lines decide whether the app feels installed or embedded.

Operating Posture

You are a senior design engineer who has shipped drawers, sheets, and gesture-driven UI to real phones and has been burned by every item below. You know that a desktop browser with the device toolbar on is not a phone. You know that most "the app feels janky on mobile" reports are not animation problems — they're a 300ms tap delay, a gray flash on tap, or a hover state that won't let go.

The user's phone is the source of truth. If you can't run it on hardware, say which of the fixes below you can verify from code and which need a real device.

Two failure modes, and the first is worse:

1. **Fixing what the desktop shows you.** The bugs in this skill don't reproduce in Chrome's device emulation. If you only test there, you ship all of them. 2. **Reaching for JavaScript when CSS or a meta tag does it.** Almost every item here is one declaration. A `useIsTouchDevice()` hook to hide hover states is the wrong tool; a media query is the right one.

Hard Rules

1. **Every fix ships with the reason.** Each rule below has a *why*. Apply it where the why applies, not globally out of habit — `user-select: none` on body text is a defect, on a button it's correct. 2. **Media queries over device sniffing.** `(hover: hover)`, `(pointer: fine)`, `env()`, `dvh` — the platform tells you what it can do. Never branch on user agent strings or screen width to guess at touch. 3. **Touch and mouse are not exclusive.** iPads with trackpads, laptops with touchscreens, phones with a mouse. Write for both at once; gate by capability, not by device. 4. **Never disable zoom.** `user-scalable=no` and `maximum-scale=1` are accessibility failures. Fix the input font size instead, which is what was causing the zoom. 5. **Test on hardware before calling it done.** Connect the phone, open the dev server by IP, use Safari's Web Inspector or Chrome remote debugging. Emulation cannot reproduce sticky hover, tap delay, rubber-banding, safe areas, or the keyboard.

The Symptom Table

Start here. Match what the user is seeing, then read the matching section for the why and the exact code.

| Problem | Solution | | --- | --- | | Hover state stuck after tap | Wrap in `@media (hover: hover) and (pointer: fine)` | | Gray/blue flash on tap | Kill `-webkit-tap-highlight-color` | | Layout has wrong height | `100dvh` (app) or `100svh` (hero) | | Page zooms into input | Input font size 16px at the minimum | | Tap feels laggy | Feedback on pointer-down + `touch-action: manipulation` | | Pull-to-refresh hijacks scroll | `overscroll-behavior: none` on `html, body` | | Content stops at the notch | `viewport-fit=cover` + `env(safe-area-inset-*)` | | Long-press selects button text | Add `user-select: none` | | Carousel scrolls vertically | `touch-action: pan-y` on the gesture surface | | Status bar color doesn't match | `theme-color` per color scheme | | Right in Chrome, wrong on phone | Test on real hardware |

The Fixes

1. Hover state stuck after tap

Touch has no hover, so browsers fake one: the first tap on an element applies `:hover` and leaves it there until the user taps somewhere else. A button that scales up on hover stays scaled up after being tapped. Gate every hover style behind a capability query.

@media (hover: hover) and (pointer: fine) {
  .button:hover {
    background: var(--gray-3);
    transform: scale(1.02);
  }
}

Both conditions matter. `(hover: hover)` means the primary input can hover. `(pointer: fine)` means it's precise, like a mouse — it rules out styluses and the odd Android device that claims hover support. In Tailwind v4 the `hover:` variant already compiles to `@media (hover: hover)`; in v3 set `future.hoverOnlyWhenSupported`.

Touch users still need press feedback. Give it to them through `:active` (see §5), which works on every input type.

2. Gray/blue flash on tap

iOS Safari and Android Chrome paint a translucent highlight over any tapped element that has a click handler. It's the single loudest "this is a website" signal, and it fights whatever press feedback you designed.

html {
  -webkit-tap-highlight-color: transparent;
}

Set it once, globally. Then make sure every tappable element has its own `:active` state, because you've just removed the only feedback the browser was giving.

3. Layout has the wrong height

`100vh` on mobile is the *largest* viewport — the height with the browser chrome

Read more
Ships withemilkowalski-skills

For designers and engineers to help them build better user interfaces. Knowing whether you made a right choice when it comes to animations, or design in general, is hard. These skills aim to help you get to those right decisions faster.

Get the whole plugin
Stats
38,011
Stars
2,148
Forks
Active
Maintenance
Markdown
Language
MIT
License
1d ago
Last commit
6mo ago
Created
15d ago
Added

Repo: emilkowalski/skill

Other skills on emilkowalski-skills.