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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

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rshankras-apple-skills
848181 skills

Claude Code

$ npx -y skills add rshankras/claude-code-apple-skills --skill design --agent claude-code

SKILL.md

design.SKILL.md
name: design
description: Design skills for Apple platform UI — Liquid Glass, animations, game feel (haptics, sound, celebrations), UI prototyping, UX writing, SF Symbols, typography, and design-system rules that keep apps cheap to restyle. Use when implementing design language features, adding juice/feedback, writing interface copy, or choosing type and iconography.
allowed-tools: [Read, Write, Edit, Glob, Grep, AskUserQuestion]
last_verified: 2026-07-18
review_by: 2027-06-22
os_version: iOS 27 / macOS 27

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
  • Sets up **design tokens / text styles / shared components**, adopts a designer's system, or is preparing for a **redesign**

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.

design-system/

Build-time rules that keep an app cheap to restyle — role-named tokens, text styles that carry case and tracking, shared components with a `ContentStateView`, views under ~300 lines, identifier-based UI tests — plus a SwiftLint fragment (`rules/swiftlint.yml`) with a shrinking baseline. iOS, iPadOS, macOS, watchOS.

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.
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@rshankras
Ships withrshankras-apple-skills

A collection of Claude Code skills for iOS, macOS, watchOS, visionOS, and Apple platform development. These skills help you plan and build apps, maintain code quality, ensure HIG compliance, and guide you from idea to App Store.

Stars on GitHub

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Questions about design.

Which coding agents can use design?
design installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.