apple-design — pick the track first
Apple platforms have multiple stacks with different visual ceilings and cost. Ask the user which one before any code.
What This Skill Can Do
- Choose the right Apple track: strict SwiftUI, branded SwiftUI, React Native, Flutter Cupertino, or Electron/Tauri for macOS.
- Design iPhone task flows, iPad/macOS productivity surfaces, menu-bar utilities, document apps, settings, inspectors, media apps, and desktop-class workbenches.
- Preserve UX briefs, state coverage, action hierarchy, keyboard flow, Dynamic Type, focus, accessibility, and safe areas.
- Apply HIG, Liquid Glass, SF Symbols, SF typography, NavigationSplitView, DocumentGroup, inspectors, sheets, toolbars, and platform-specific motion.
- Add originality through composition, content, and state treatment without replacing native controls with web-style chrome.
Step 0 (MANDATORY) — Ask the user which track
Which track for this app?
1. System-like native (SwiftUI strict + Liquid Glass + HIG) — feels like Settings, Notes, Reminders, Mail. Best for: utilities, productivity. Visual ceiling: medium. Stays App Store-friendly. Examples: Things 3, NetNewsWire, Soulver.
2. Branded native (SwiftUI + HIG + custom identity) — native chrome (Liquid Glass, SF Symbols, Dynamic Type) but bespoke content surface (custom typography, hero atmospheres, magazine layouts). Best for: consumer/media/creative apps that want fit-in and identity. Visual ceiling: high. Examples: Ivory, Reeder, Mela, Craft, CARROT Weather.
3. React Native (New Architecture + Fabric + Hermes) — real UIKit views, decent native feel, JavaScript codebase, cross-platform with Android. Liquid Glass partial via expo-glass-effect. Best for: cross-platform apps with web-team velocity. Examples: Discord mobile, Coinbase, Microsoft Office mobile.
4. Flutter Cupertino — Skia-painted UIKit-look. Always one OS behind, no Liquid Glass. Cross-platform. Best for: utility apps where pixel control beats native feel. Visual ceiling: high if you bring your own design language; low if you try to mimic iOS.
5. Electron / Tauri 2 (macOS only — no iOS) — web stack desktop apps. Tauri 2 (5MB, WKWebView) or Electron (150MB, bundled Chromium). Same React/Tailwind/Motion code as web. Best for: cross-platform desktop with brand-first identity. Examples: Spotify, Discord, VSCode, Slack, Figma desktop, Linear.
Which? Or describe priorities (App Store, brand vs HIG fit, cross-platform reach) and I'll pick.
If brief gives a strong signal (e.g. "iOS App Store launch" → 1 or 2; "cross-platform with our existing React team" → 3 or 5; "web team building desktop-only" → 5), state your pick + reasoning in one sentence. If ambiguous, ask.
Step 0b — Once picked, route
| Track |
Reference docs |
Default stack |
| 1. System-like SwiftUI |
../../references/apple-hig.md + ../../references/liquid-glass.md |
SwiftUI 7 + Xcode 26 + iOS 26 SDK strict |
| 2. Branded SwiftUI |
Same as 1 |
Same as 1 + custom display font + hero atmospheres + bespoke surfaces |
| 3. React Native |
../../references/web-fonts.md + cross-platform docs |
RN 0.78+ New Arch + Expo Router + react-native-screens |
| 4. Flutter Cupertino |
None for native fidelity (will feel imported) |
Flutter 3+ stable |
| 5. Tauri 2 / Electron (macOS) |
../../references/web-fonts.md + ../../references/web-motion.md + ../../references/web-bans.md + ../../references/awwwards-ceiling.md |
React 19 + Tailwind v4 + Motion |
For tracks 3, 4, 5: web/cross-platform anti-slop rules apply. Read the web design references.
State the chosen aesthetic direction and track in one sentence at top of response, then proceed.
Step 0c — UI decision brief
Before code, read:
../../references/ui-patterns/surface-taxonomy.md
../../references/ui-patterns/ui-decision-brief.md
../../references/ui-patterns/desktop-app-archetypes.md
../../references/ui-patterns/originality-engine.md
../../references/ui-patterns/design-recipes.md
../../references/ui-patterns/anti-default-contrasts.md
../../references/ui-patterns/visual-hierarchy.md
../../references/ui-patterns/motion-budget.md
Write the UI decision brief and, for macOS/iPad desktop-class work, the desktop archetype brief and compact layout sketch. For original/non-generic Apple work, also write the originality brief: subject, product world, main object, composition archetype, repeated motif, one weird move, and restraints. Pick the app shape before picking controls: command center, library/collection, workbench, monitoring cockpit, menu-bar utility, media/consumer, document/knowledge, or setup/preferences. If the sketch becomes generic sidebar + detail, use anti-default contrasts and rewrite it around the main object. iPhone task flows need thumb reach and progressive disclosure; iPad/Mac productivity surfaces need NavigationSplitView, inspector, keyboard flow, command surfaces, and stable density; media/consumer apps may use branded content surfaces while preserving HIG controls, SF typography, SF Symbols, Dynamic Type, and safe areas. Do not make every Mac app a generic sidebar plus detail view unless the archetype truly calls for it.
Step 1 — Liquid Glass first (only if track 1 or 2)
Apple's unified design language across iOS 26, iPadOS 26, macOS 26 Tahoe, watchOS 26, tvOS 26, visionOS 26. Treat as default.
Apply via:
.glassEffect() modifier on surfaces that should refract underlying content
GlassEffectContainer { ... } to coordinate multiple glass surfaces (avoids overlapping refraction artifacts)
.buttonStyle(.glass) for buttons that should adopt Liquid Glass
.toolbar { ... } automatically lifts to glass on iOS 26+
.scrollEdgeEffectStyle(.soft) — replaces hard chrome edges with material lensing
Lineage to remember: Aqua → iOS 7 blur → Dynamic Island → visionOS → Liquid Glass. The aesthetic is "digital meta-material" — light bends through it.
Read ../../references/liquid-glass.md for full Liquid Glass adoption checklist.
Step 2 — SwiftUI 7 modern APIs (Swift 6.2 / Xcode 26)
Always prefer:
@Observable macro on view models — never ObservableObject + @Published
@Entry for one-line EnvironmentValues / FocusedValues / Transaction keys
Group(subviews:) and ForEach(subviewsOf:) for custom containers
MeshGradient(width:height:points:colors:) for distinctive backgrounds — replaces flat gradients
NavigationSplitView with .inspector { ... } for iPad/Mac three-pane
TabView with sidebar-adaptable .role
.searchable (morphs into a glass pill on iOS 26)
.symbolEffect(.bounce) / .pulse / .variableColor / .replace.byLayer on SF Symbols
MotionScheme and spring physics — .spring(response:dampingFraction:), never linear/easeIn/easeOut on UI motion
Step 3 — HIG compliance
- Layout grid: 8pt base, 4pt half-step. Never 10/15/20. Use
.padding() defaults — they encode the system's grid.
- Safe areas: every screen wraps in safe area handling.
.safeAreaInset(edge:) for content bars.
- Dynamic Type: support xSmall → AX5. Use
Font.TextStyle (.largeTitle, .title, .headline, .body, .caption). Never hard-coded points.
- SF Symbols 7 is the only icon system. ~6,900 glyphs, 9 weights × 3 scales. Use
Image(systemName:).
- Accessibility:
.accessibilityLabel/Hint/Value, .accessibilityElement(children:.combine), traits like .isButton, .isHeader. Mandatory.
Read ../../references/apple-hig.md for HIG section deep-dive.
Step 4 — macOS specifics (macOS 26 Tahoe)
- SwiftUI is now first-class for new Mac apps. Drop into AppKit only for: complex
NSTextView + custom rich text, Quick Look extensions, custom NSToolbar items, NSOpenPanel extensions.
- Catalyst is deprecated in spirit. Prefer SwiftUI multiplatform target.
- Patterns:
NavigationSplitView { sidebar } content: { ... } detail: { ... }
.inspector { ... } for trailing pane (Craft, Notes pattern)
DocumentGroup for document-based apps where files are the main object
Table or OutlineGroup for dense libraries, files, logs, and knowledge trees
Window("Quick Capture", id: ...) for focused utility windows
MenuBarExtra("Name", systemImage: ...) { ... } for menu-bar apps
Settings { TabView { ... } } scene for prefs window
- Vibrancy materials:
.background(.regularMaterial), .ultraThin/Thin/Regular/Thick/UltraThick
- For sidebar background:
.background(NSVisualEffectView { $0.material = .sidebar }) via NSViewRepresentable if needed
Step 5 — Cross-platform fidelity warnings
State the tradeoff if the user asks for non-Swift on Apple:
| Stack |
Liquid Glass adoption |
Verdict |
| SwiftUI / UIKit native |
Full automatic |
Use this |
| React Native (New Arch + Fabric + Hermes) |
Partial via expo-glass-effect / native modules |
Decent for utility apps, off in nav transitions/haptics |
| Flutter Cupertino |
Pixel-recreates iOS but always one OS behind, no Liquid Glass |
Will feel wrong on iOS 26+ |
| .NET MAUI |
Looks like Android in costume |
Never use on Apple |
If user insists on cross-platform, route to cross-platform-design and warn that any non-SwiftUI path will fail Liquid Glass adoption.
Step 6 — Anti-slop ban list (Apple-specific)
- Inter / Roboto / SF Pro replaced by web fonts — only SF Pro / SF Pro Rounded / SF Mono / New York
- Material Design elevation shadows — use materials (
.regularMaterial) and Liquid Glass instead
- Hamburger drawer navigation — use
TabView (iOS), NavigationSplitView (iPad/Mac)
- FontAwesome / Material Symbols / Lucide icons — only SF Symbols 7
- Linear/easeIn/easeOut animation curves — only spring physics
.padding(20) magic numbers — use system spacing or 8/16/24 grid
- Bottom sheets without
.presentationDetents([.medium, .large])
- Custom switch / checkbox UI replacing
Toggle
- Full-bleed content under nav without
.scrollEdgeEffectStyle(.soft)
- Ignoring
.safeAreaInset — content collides with home indicator
- Hard-coded points instead of
Font.TextStyle (breaks Dynamic Type)
- Custom scroll indicators — use
ScrollIndicators(.hidden) only when justified
- Web-style dashboards squeezed into iPhone screens
- Decorative cards where grouped Form, List, inspector, or split view is the platform idiom
- Generic macOS sidebar plus detail view for every app, regardless of the main object
- Custom originality that replaces native controls instead of changing composition, content, and state treatment
Step 7 — Reference apps that nail HIG
- Things 3 — typographic restraint, magic-plus, perfect Dynamic Type
- Reeder Classic / Reeder 5 —
NavigationSplitView exemplar on iPad/Mac
- Ivory (Tapbots) — bespoke yet HIG-correct; haptic +
.symbolEffect choreography
- Mela — text-first, native share sheets, no chrome
- Craft — multi-pane Mac, inspector pattern, vibrancy
- NetNewsWire — open-source HIG textbook
- Soulver 3 — Mac-native typography + sidebar
- CARROT Weather — system materials + variable color symbols
- Overcast — type hierarchy, Dynamic Type, accessibility
- Fantastical — sidebar + inspector + menu-bar mode
Step 8 — Tokens & assets
Token JSON: see ../../assets/tokens/apple-system.json
Source: hashgraph-online/awesome-codex-plugins → plugins/f0d010c/stark/skills/apple-design/SKILL.md
1---2name: apple-design-23description: Use when the user asks for SwiftUI, UIKit, AppKit, iOS, iPadOS, macOS, watchOS, visionOS, Liquid Glass, HIG, SF Symbols, App Store deliverables, Apple settings/forms, branded Apple apps, React Native iOS, Flutter Cupertino, or Electron/Tauri macOS shells. Builds Apple-platform apps across system-like SwiftUI, branded SwiftUI, React Native, Flutter Cupertino, and desktop web shells while preserving UX decisions, native idiom, desktop archetype, originality seed, state coverage, Dynamic Type, accessibility, and HIG/Liquid Glass rules. ALWAYS ask which track first. SKIP when the target is only Android, Windows, or web-in-browser.4---5
6
7# apple-design — pick the track first
8
9Apple platforms have multiple stacks with different visual ceilings and cost. **Ask the user which one before any code.**
10
11## What This Skill Can Do
12
13- Choose the right Apple track: strict SwiftUI, branded SwiftUI, React Native, Flutter Cupertino, or Electron/Tauri for macOS.
14- Design iPhone task flows, iPad/macOS productivity surfaces, menu-bar utilities, document apps, settings, inspectors, media apps, and desktop-class workbenches.
15- Preserve UX briefs, state coverage, action hierarchy, keyboard flow, Dynamic Type, focus, accessibility, and safe areas.
16- Apply HIG, Liquid Glass, SF Symbols, SF typography, NavigationSplitView, DocumentGroup, inspectors, sheets, toolbars, and platform-specific motion.
17- Add originality through composition, content, and state treatment without replacing native controls with web-style chrome.
18
19## Step 0 (MANDATORY) — Ask the user which track
20
21> Which track for this app?
22>
23> **1. System-like native (SwiftUI strict + Liquid Glass + HIG)** — feels like Settings, Notes, Reminders, Mail. Best for: utilities, productivity. Visual ceiling: medium. Stays App Store-friendly. Examples: Things 3, NetNewsWire, Soulver.
24>
25> **2. Branded native (SwiftUI + HIG + custom identity)** — native chrome (Liquid Glass, SF Symbols, Dynamic Type) but bespoke content surface (custom typography, hero atmospheres, magazine layouts). Best for: consumer/media/creative apps that want fit-in *and* identity. Visual ceiling: high. Examples: Ivory, Reeder, Mela, Craft, CARROT Weather.
26>
27> **3. React Native (New Architecture + Fabric + Hermes)** — real UIKit views, decent native feel, JavaScript codebase, cross-platform with Android. Liquid Glass partial via `expo-glass-effect`. Best for: cross-platform apps with web-team velocity. Examples: Discord mobile, Coinbase, Microsoft Office mobile.
28>
29> **4. Flutter Cupertino** — Skia-painted UIKit-look. Always one OS behind, no Liquid Glass. Cross-platform. Best for: utility apps where pixel control beats native feel. Visual ceiling: high if you bring your own design language; low if you try to mimic iOS.
30>
31> **5. Electron / Tauri 2 (macOS only — no iOS)** — web stack desktop apps. Tauri 2 (~5MB, WKWebView) or Electron (~150MB, bundled Chromium). Same React/Tailwind/Motion code as web. Best for: cross-platform desktop with brand-first identity. Examples: Spotify, Discord, VSCode, Slack, Figma desktop, Linear.
32>
33> Which? Or describe priorities (App Store, brand vs HIG fit, cross-platform reach) and I'll pick.
34
35If brief gives a strong signal (e.g. "iOS App Store launch" → 1 or 2; "cross-platform with our existing React team" → 3 or 5; "web team building desktop-only" → 5), state your pick + reasoning in one sentence. If ambiguous, ask.
36
37## Step 0b — Once picked, route
38
39| Track | Reference docs | Default stack |
40|---|---|---|
41| 1. System-like SwiftUI | `../../references/apple-hig.md` + `../../references/liquid-glass.md` | SwiftUI 7 + Xcode 26 + iOS 26 SDK strict |
42| 2. Branded SwiftUI | Same as 1 | Same as 1 + custom display font + hero atmospheres + bespoke surfaces |
43| 3. React Native | `../../references/web-fonts.md` + cross-platform docs | RN 0.78+ New Arch + Expo Router + react-native-screens |
44| 4. Flutter Cupertino | None for native fidelity (will feel imported) | Flutter 3+ stable |
45| 5. Tauri 2 / Electron (macOS) | `../../references/web-fonts.md` + `../../references/web-motion.md` + `../../references/web-bans.md` + `../../references/awwwards-ceiling.md` | React 19 + Tailwind v4 + Motion |
46
47For tracks 3, 4, 5: web/cross-platform anti-slop rules apply. Read the web design references.
48
49State the chosen aesthetic direction and track in one sentence at top of response, then proceed.
50
51## Step 0c — UI decision brief
52
53Before code, read:
54
55- `../../references/ui-patterns/surface-taxonomy.md`
56- `../../references/ui-patterns/ui-decision-brief.md`
57- `../../references/ui-patterns/desktop-app-archetypes.md`
58- `../../references/ui-patterns/originality-engine.md`
59- `../../references/ui-patterns/design-recipes.md`
60- `../../references/ui-patterns/anti-default-contrasts.md`
61- `../../references/ui-patterns/visual-hierarchy.md`
62- `../../references/ui-patterns/motion-budget.md`
63
64Write the UI decision brief and, for macOS/iPad desktop-class work, the desktop archetype brief and compact layout sketch. For original/non-generic Apple work, also write the originality brief: subject, product world, main object, composition archetype, repeated motif, one weird move, and restraints. Pick the app shape before picking controls: command center, library/collection, workbench, monitoring cockpit, menu-bar utility, media/consumer, document/knowledge, or setup/preferences. If the sketch becomes generic sidebar + detail, use anti-default contrasts and rewrite it around the main object. iPhone task flows need thumb reach and progressive disclosure; iPad/Mac productivity surfaces need NavigationSplitView, inspector, keyboard flow, command surfaces, and stable density; media/consumer apps may use branded content surfaces while preserving HIG controls, SF typography, SF Symbols, Dynamic Type, and safe areas. Do not make every Mac app a generic sidebar plus detail view unless the archetype truly calls for it.
65
66## Step 1 — Liquid Glass first (only if track 1 or 2)
67
68Apple's unified design language across iOS 26, iPadOS 26, macOS 26 Tahoe, watchOS 26, tvOS 26, visionOS 26. Treat as default.
69
70Apply via:
71- `.glassEffect()` modifier on surfaces that should refract underlying content
72- `GlassEffectContainer { ... }` to coordinate multiple glass surfaces (avoids overlapping refraction artifacts)
73- `.buttonStyle(.glass)` for buttons that should adopt Liquid Glass
74- `.toolbar { ... }` automatically lifts to glass on iOS 26+
75- `.scrollEdgeEffectStyle(.soft)` — replaces hard chrome edges with material lensing
76
77Lineage to remember: Aqua → iOS 7 blur → Dynamic Island → visionOS → Liquid Glass. The aesthetic is "digital meta-material" — light bends through it.
78
79Read `../../references/liquid-glass.md` for full Liquid Glass adoption checklist.
80
81## Step 2 — SwiftUI 7 modern APIs (Swift 6.2 / Xcode 26)
82
83Always prefer:
84- `@Observable` macro on view models — never `ObservableObject` + `@Published`
85- `@Entry` for one-line `EnvironmentValues` / `FocusedValues` / `Transaction` keys
86- `Group(subviews:)` and `ForEach(subviewsOf:)` for custom containers
87- `MeshGradient(width:height:points:colors:)` for distinctive backgrounds — replaces flat gradients
88- `NavigationSplitView` with `.inspector { ... }` for iPad/Mac three-pane
89- `TabView` with sidebar-adaptable `.role`
90- `.searchable` (morphs into a glass pill on iOS 26)
91- `.symbolEffect(.bounce)` / `.pulse` / `.variableColor` / `.replace.byLayer` on SF Symbols
92- `MotionScheme` and spring physics — `.spring(response:dampingFraction:)`, never linear/easeIn/easeOut on UI motion
93
94## Step 3 — HIG compliance
95
96- **Layout grid**: 8pt base, 4pt half-step. Never 10/15/20. Use `.padding()` defaults — they encode the system's grid.
97- **Safe areas**: every screen wraps in safe area handling. `.safeAreaInset(edge:)` for content bars.
98- **Dynamic Type**: support xSmall → AX5. Use `Font.TextStyle` (`.largeTitle`, `.title`, `.headline`, `.body`, `.caption`). Never hard-coded points.
99- **SF Symbols 7** is the only icon system. ~6,900 glyphs, 9 weights × 3 scales. Use `Image(systemName:)`.
100- **Accessibility**: `.accessibilityLabel/Hint/Value`, `.accessibilityElement(children:.combine)`, traits like `.isButton`, `.isHeader`. Mandatory.
101
102Read `../../references/apple-hig.md` for HIG section deep-dive.
103
104## Step 4 — macOS specifics (macOS 26 Tahoe)
105
106- SwiftUI is now first-class for new Mac apps. Drop into AppKit only for: complex `NSTextView` + custom rich text, Quick Look extensions, custom `NSToolbar` items, `NSOpenPanel` extensions.
107- Catalyst is deprecated in spirit. Prefer SwiftUI multiplatform target.
108- Patterns:
109 - `NavigationSplitView { sidebar } content: { ... } detail: { ... }`
110 - `.inspector { ... }` for trailing pane (Craft, Notes pattern)
111 - `DocumentGroup` for document-based apps where files are the main object
112 - `Table` or `OutlineGroup` for dense libraries, files, logs, and knowledge trees
113 - `Window("Quick Capture", id: ...)` for focused utility windows
114 - `MenuBarExtra("Name", systemImage: ...) { ... }` for menu-bar apps
115 - `Settings { TabView { ... } }` scene for prefs window
116- Vibrancy materials: `.background(.regularMaterial)`, `.ultraThin/Thin/Regular/Thick/UltraThick`
117- For sidebar background: `.background(NSVisualEffectView { $0.material = .sidebar })` via `NSViewRepresentable` if needed
118
119## Step 5 — Cross-platform fidelity warnings
120
121State the tradeoff if the user asks for non-Swift on Apple:
122
123| Stack | Liquid Glass adoption | Verdict |
124|---|---|---|
125| SwiftUI / UIKit native | Full automatic | **Use this** |
126| React Native (New Arch + Fabric + Hermes) | Partial via expo-glass-effect / native modules | Decent for utility apps, off in nav transitions/haptics |
127| Flutter Cupertino | Pixel-recreates iOS but always one OS behind, no Liquid Glass | Will feel wrong on iOS 26+ |
128| .NET MAUI | Looks like Android in costume | Never use on Apple |
129
130If user insists on cross-platform, route to `cross-platform-design` and warn that any non-SwiftUI path will fail Liquid Glass adoption.
131
132## Step 6 — Anti-slop ban list (Apple-specific)
133
134- Inter / Roboto / SF Pro replaced by web fonts — only **SF Pro / SF Pro Rounded / SF Mono / New York**
135- Material Design elevation shadows — use materials (`.regularMaterial`) and Liquid Glass instead
136- Hamburger drawer navigation — use `TabView` (iOS), `NavigationSplitView` (iPad/Mac)
137- FontAwesome / Material Symbols / Lucide icons — only SF Symbols 7
138- Linear/easeIn/easeOut animation curves — only spring physics
139- `.padding(20)` magic numbers — use system spacing or 8/16/24 grid
140- Bottom sheets without `.presentationDetents([.medium, .large])`
141- Custom switch / checkbox UI replacing `Toggle`
142- Full-bleed content under nav without `.scrollEdgeEffectStyle(.soft)`
143- Ignoring `.safeAreaInset` — content collides with home indicator
144- Hard-coded points instead of `Font.TextStyle` (breaks Dynamic Type)
145- Custom scroll indicators — use `ScrollIndicators(.hidden)` only when justified
146- Web-style dashboards squeezed into iPhone screens
147- Decorative cards where grouped Form, List, inspector, or split view is the platform idiom
148- Generic macOS sidebar plus detail view for every app, regardless of the main object
149- Custom originality that replaces native controls instead of changing composition, content, and state treatment
150
151## Step 7 — Reference apps that nail HIG
152
153- **Things 3** — typographic restraint, magic-plus, perfect Dynamic Type
154- **Reeder Classic** / **Reeder 5** — `NavigationSplitView` exemplar on iPad/Mac
155- **Ivory (Tapbots)** — bespoke yet HIG-correct; haptic + `.symbolEffect` choreography
156- **Mela** — text-first, native share sheets, no chrome
157- **Craft** — multi-pane Mac, inspector pattern, vibrancy
158- **NetNewsWire** — open-source HIG textbook
159- **Soulver 3** — Mac-native typography + sidebar
160- **CARROT Weather** — system materials + variable color symbols
161- **Overcast** — type hierarchy, Dynamic Type, accessibility
162- **Fantastical** — sidebar + inspector + menu-bar mode
163
164## Step 8 — Tokens & assets
165
166- Apple Design Resources Figma kits (iOS 26, macOS 26): https://developer.apple.com/design/resources
167- SF Symbols 7 app: https://developer.apple.com/sf-symbols
168- HIG: https://developer.apple.com/design/human-interface-guidelines
169- Icon Composer (WWDC25 session 361) for Liquid Glass app icons
170- System color spec: https://developer.apple.com/design/human-interface-guidelines/color (use `.primary`, `.secondary`, `.tint`, `Color(.systemBackground)` — never raw hex)
171
172Token JSON: see `../../assets/tokens/apple-system.json`
173
174---
175
176**Source:** [`hashgraph-online/awesome-codex-plugins`](https://github.com/hashgraph-online/awesome-codex-plugins) → `plugins/f0d010c/stark/skills/apple-design/SKILL.md`