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design · rshankras — Claude Code skill for Apple UI design

Design skills for Apple platform UI: Liquid Glass, animations, game feel, UX writing, SF Symbols and typography. Useful when a screen feels flat and you need a plan.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add rshankras/claude-code-apple-skills --skill design -a claude-code
Open on GitHub

What design does

The skill activates on visual work for Apple apps: materials and blur, spring and snappy animations, view transitions, SF Symbol effects, fonts and Dynamic Type. It ships seven sections — liquid-glass/, animation-patterns/, game-feel/, ui-prototyping/, ux-writing/, sf-symbols/ and typography/. Each covers one area, so the agent does not blur animation technique into interface copy edits.

liquid-glass/ documents .glassEffect() in SwiftUI and NSGlassEffectView in AppKit, along with GlassEffectContainer and morphing transitions. animation-patterns/ spans three generations of spring APIs, PhaseAnimator and KeyframeAnimator, and matched geometry. game-feel/ handles feedback: the event-by-channel audit, a haptic vocabulary built on Core Haptics, and sound layers that sit under music. ui-prototyping/ splits a screen into named, runnable #Preview variants so you compare before committing.

The skill reads and edits files in your project, searches by glob and content, and asks clarifying questions. Liquid Glass material targets iOS 26+ and macOS 26+, while the animation patterns cover iOS 13–18+. On an older deployment target there is little to apply from the glass section. If local Apple doc captures exist under ~/Downloads/docs/, the skill reads them for extra detail and skips that step otherwise.

What it helps with

  • split a screen into #Preview variants and pick one
  • add haptics and sound to app events
  • audit whether events reach users on the right channels
  • rewrite alert copy and feature names
  • choose an SF Symbol and configure its animation

Example prompts for the agent

  • Build a settings screen with Liquid Glass for iOS 26
  • The app feels flat — run a feedback audit and suggest haptics
  • Split this screen into three #Preview variants and compare them

How to install design

1Skills CLI (Vercel)

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

2Manually: put the files in place

~/.claude/skills/design/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/design/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about design

How do I install design in Claude?

Run npx skills add rshankras/claude-code-apple-skills --skill design -a claude-code. The skill file lands at ~/.claude/skills/design/SKILL.md.

What does the design skill do?

It gives the agent guidance on Apple interface design: Liquid Glass, animations, game feel, UX writing, SF Symbols and typography. The agent pulls in the relevant section when a task touches the visual layer.

Which OS versions does design support?

The Liquid Glass sections target iOS 26+ and macOS 26+, and the animation patterns cover iOS 13–18+.

Source text

SKILL.md · MIT
---
name: design
description: 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.
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

## 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.

© rshankras · MIT · rshankras/claude-code-apple-skills

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