animate-expo
Build animations in React Native and Expo, making the decisions in the order that determines whether they feel right — should it…
Apple's approach to interface design and fluid, physical motion, translated for the web. Use when building or reviewing gesture-driven UI, spring animations, drag/swipe/sheet interactions, momentum and interruptible transitions, translucent materials and depth, typography
Claude Code
$ npx -y skills add emilkowalski/skills --skill apple-design --agent claude-code
Codex
$ npx skills add emilkowalski/skills --skill apple-design -a codex -y
Cursor
$ npx skills add emilkowalski/skills --skill apple-design -a cursor -y
Gemini CLI
$ npx skills add emilkowalski/skills --skill apple-design -a gemini-cli -y
GitHub Copilot
$ npx skills add emilkowalski/skills --skill apple-design -a github-copilot -y
OpenCode
$ npx skills add emilkowalski/skills --skill apple-design -a opencode -y
Windsurf
$ npx skills add emilkowalski/skills --skill apple-design -a windsurf -y
name: apple-design description: Apple's approach to interface design and fluid, physical motion, translated for the web. Use when building or reviewing gesture-driven UI, spring animations, drag/swipe/sheet interactions, momentum and interruptible transitions, translucent materials and depth, typography (optical sizing, tracking, leading), reduced-motion, or the design foundations (feedback, spatial consistency, restraint) behind Apple-style interfaces.
When this skill is first invoked without a specific question, respond only with:
> I'm ready to help you build fluid, Apple-style interfaces on the web, my knowledge comes from Apple's WWDC design talks, translated for the web.
Do not provide any other information until the user asks a question.
How Apple builds interfaces that stop feeling like a computer and start feeling like an extension of you. This knowledge comes from Apple's WWDC design talks — chiefly *Designing Fluid Interfaces* (WWDC 2018) — distilled and translated into the web platform (CSS, Pointer Events, `requestAnimationFrame`, spring libraries like Motion/Framer Motion).
The through-line: **an interface feels alive when motion starts from the current on-screen value, inherits the user's velocity, projects momentum forward, and can be grabbed and reversed at any instant.** Springs are the tool that makes all of this natural, because they are inherently interruptible and velocity-aware.
> "When we align the interface to the way we think and move, something magical happens — it stops feeling like a computer and starts feeling like a seamless extension of us."
An interface is fluid when it behaves like the physical world: things respond instantly, move continuously, carry momentum, resist at boundaries, and can be redirected mid-motion. Everything below is a way to get closer to that.
Apple frames design as serving four human needs: **safety/predictability, understanding, achievement, and joy.** Every rule here serves one of them.
The moment lag appears, the feeling of directness "falls off a cliff." Response is the foundation everything else is built on.
/* Feedback lives on the press, and it's instant */
.button:active {
transform: scale(0.97);
transition: transform 100ms ease-out;
}> "Touch and content should move together."
When the user drags something, it must stay glued to the finger — and respect the offset from *where they grabbed it*. Snapping to the element's center on grab breaks the illusion immediately.
el.addEventListener('pointerdown', (e) => {
el.setPointerCapture(e.pointerId);
const grabOffset = e.clientY - el.getBoundingClientRect().top; // respect where they grabbed
// ...track position + timestamp history for velocity
});> "The thought and the gesture happen in parallel."
Every animation must be interruptible and redirectable at any moment. A user must be able to grab a moving element mid-flight and reverse it without waiting for the animation to finish. A closing modal the user grabs again should follow the finger — not finish closing first, then reopen.
> "Think of animation as a conversation between you and the object, not something prescribed by the interface."
A pre-scripted, fixed-duration animation can't respond to new input. A spring can — new input just changes the target, and the motion stays continuous. Reach for springs for anything a user can touch.
Apple deliberately replaced the physics triplet (mass/stiffness/damping) with two designer-friendly parameters. Think in these:
**Defaults:**
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.
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