deepagents-architectur…
Guides architectural decisions for Deep Agents applications. Use when deciding between Deep Agents vs alternatives, choosing backend strategies, designing…
Design and plan iOS animations with structured specs covering transitions, micro-interactions, gesture-driven motion, and loading states. Use when the user asks to plan, design, or spec out animations for an iOS app — including screen transitions, navigation animations,
$ npx -y skills add existential-birds/beagle --skill ios-animation-design --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/ios-animation-designContext preview
The summary Claude sees to decide when to auto-load this skill.
Design and plan iOS animations with structured specs covering transitions, micro-interactions, gesture-driven motion, and loading states. Use when the user asks to plan, design, or spec out animations for an iOS app — including screen transitions, navigation animations,
name: ios-animation-design description: Design and plan iOS animations with structured specs covering transitions, micro-interactions, gesture-driven motion, and loading states. Use when the user asks to plan, design, or spec out animations for an iOS app — including screen transitions, navigation animations, interactive gestures, onboarding flows, or any motion design work. Also use when the user wants animation recommendations or wants to decide between animation approaches before writing code.
Plan animations that feel intentional, not decorative. Apple's HIG is clear: "Don't add motion for the sake of adding motion. Gratuitous or excessive animation can distract people and may make them feel disconnected or physically uncomfortable." Every animation must serve a purpose — guide attention, communicate state changes, reinforce spatial relationships, or provide feedback.
Before adding any custom animation, ask: does the system already handle this? Many system components include motion automatically — Liquid Glass (iOS 26) responds to touch with greater emphasis and produces more subdued effects for trackpad interaction. Standard controls, navigation transitions, and sheets already animate. Custom motion should fill gaps the system doesn't cover, not replace what it already does well.
Advance only after each pass condition is met in the working artifact (chat or doc). Do not rationalize compliance without evidence.
1. **Gate — Context captured** — **Pass when** there are written answers for: what triggers the motion, its purpose, where it lives in the app, how often it runs, minimum iOS version, and primary input methods (or explicit **N/A** where not applicable). **Pass when** you have stated whether system-provided motion already covers this or which gap custom animation fills. 2. **Gate — Options differ meaningfully** — **Pass when** there are 2–3 approaches and each differs in **at least two** of: named API/technique, motion character, complexity band, or iOS floor — not minor timing tweaks of the same idea. 3. **Gate — Spec is implementation-ready** — **Pass when** the compiled spec includes concrete entries for **Trigger**, **Interruption** (cancel/reverse/queue), **Reduce Motion** fallback, **Haptics** (or explicit none with rationale), and **Recommended API**.
Before proposing options, gather context about what needs to animate and why:
For each animation need, present 2-3 distinct approaches. Each option should feel meaningfully different — not minor variations of the same idea. Structure each option as:
### Option [N]: [Name] **Approach**: [1-2 sentences describing the motion design] **Technique**: [Which Apple API — SwiftUI animation, KeyframeAnimator, matchedGeometryEffect, etc.] **Character**: [How it feels — snappy, playful, elegant, subtle, dramatic] **Complexity**: [Low / Medium / High — implementation and maintenance cost] **iOS floor**: [Minimum iOS version required]
Then provide a **Recommendation** with rationale tied to the gathered context. The recommendation should consider:
Once the user selects an approach (or confirms the recommendation), produce a structured spec. This spec is the contract between design and implementation — it should contain everything needed to write the code without ambiguity.
# Animation Spec: [Name] ## Overview [1-2 sentences: what this animation does and why it exists] ## Trigger - **Event**: [What initiates the animation — tap, state change, appear, gesture, etc.] - **Direction**: [Forward / Reverse / Bidirectional] ## Motion Design ### Properties | Property | From | To | Curve | Duration | |----------|------|----|-------|----------| | opacity | 0 | 1 | .easeOut | 0.25s | | scale | 0.8 | 1.0 | .spring(duration: 0.5, bounce: 0.3) | — | | offset.y | 20 | 0 | .spring(duration: 0.5, bounce: 0.3) | — | ### Timing - **Total duration**: [end-to-end time] - **Stagger**: [if multiple elements, delay between each] - **Interruption**: [What happens if triggered again mid-animation — cancel, reverse, queue] ### Gesture Binding (if interactive) - **Gesture type**: [drag, lon
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Repo: existential-birds/beagle
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