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
1---
2name: design
3description: 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.
4allowed-tools: [Read, Write, Edit, Glob, Grep, AskUserQuestion]
5last_verified: 2026-07-18
6review_by: 2027-06-22
7os_version: iOS 27 / macOS 27
8---
9
10# Design Skills
11
12Skills for implementing Apple's modern design systems across platforms.
13
14## When This Skill Activates
15
16Use this skill when the user:
17- Asks about Liquid Glass design
18- Wants to implement modern Apple UI effects
19- Needs guidance on visual design patterns
20- Asks about materials, transparency, or blur effects
21- Wants to create fluid animations
22- Asks about **spring**, **bounce**, or **snappy** animations
23- Wants **PhaseAnimator** or **KeyframeAnimator** help
24- Needs **view transitions**, **matched geometry**, or **hero transitions**
25- Wants **SF Symbol effects** (bounce, pulse, wiggle, breathe)
26- Asks about **animation completions** or **withAnimation**
27- Says the app feels **flat** or wants **juice/game feel** (celebrations, haptics, sound effects)
28- Wants a **feedback audit** — do events reach the user on the right channels?
29- Needs UX structure help: navigation clarity, discoverability, information architecture
30- Is writing or reviewing interface copy, alerts, or feature names
31- Asks about SF Symbols usage/authoring, fonts, Dynamic Type, or type hierarchy
32
33## Available Skills
34
35### liquid-glass/
36Comprehensive Liquid Glass implementation for iOS 26+, macOS 26+.
37- SwiftUI `.glassEffect()` API
38- AppKit `NSGlassEffectView`
39- GlassEffectContainer patterns
40- Morphing transitions
41- Interactive effects
42- Button styles
43
44### animation-patterns/
45SwiftUI animation patterns for iOS 13–18+.
46- Spring configurations (3 API generations)
47- PhaseAnimator and KeyframeAnimator (iOS 17+)
48- View transitions, matched geometry, navigation transitions
49- SF Symbol effects
50- Animation completions, transactions, timing curves
51
52### game-feel/
53Game 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.
54
55### ui-prototyping/
56Explore divergent UI directions for a screen as named, runnable Swift `#Preview` variants — compare, remix, and tune before committing to one design.
57
58### ux-writing/
59Interface copy that works — voice/tone, the PACE framework, alert anatomy, feature naming, empty states, and the small-word edits that measurably improve UX.
60
61### sf-symbols/
62SF 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.
63
64### typography/
65UI typography — text styles and Dynamic Type, the San Francisco family with its width axis, optical sizes, tracking vs kerning, and custom-font scaling obligations.
66
67## Key Principles
68
69### 1. Platform Consistency
70- Follow Apple Human Interface Guidelines
71- Use system-provided APIs
72- Respect user appearance preferences
73
74### 2. Performance
75- Use GlassEffectContainer for multiple effects
76- Limit number of glass effects per view
77- Consider GPU resources
78
79### 3. Visual Hierarchy
80- Glass effects create depth and layering
81- Use tints to indicate prominence
82- Combine with appropriate shadows
83
84## Reference Documentation
85
86- [Applying Liquid Glass to custom views (SwiftUI)](https://developer.apple.com/documentation/swiftui/applying-liquid-glass-to-custom-views)
87- [NSGlassEffectView (AppKit)](https://developer.apple.com/documentation/appkit/nsglasseffectview)
88- 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.