apple-claude-design
Design skills for Apple platform UI — Liquid Glass, animations, game feel (haptics, sound, celebrations), UI prototyping, UX writing, SF Symbols, and…
Skill by abpaul
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
Use cases: design, writing
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
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- Secrets
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- Install scripts
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Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/apple-claude-design
What's inside
- Skill name
apple-claude-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.
- License
- MIT
- Instructions
- 81 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- allowed-tools: must be a space-separated string
Files (16)
- SKILL.md
- SKILL.md · animation-patterns/
- core-animations.md · animation-patterns/
- phase-keyframe-animators.md · animation-patterns/
- symbol-effects.md · animation-patterns/
- transitions.md · animation-patterns/
- visual-effects.md · animation-patterns/
- SKILL.md · game-feel/
- feedback-audit.md · game-feel/
- haptic-design.md · game-feel/
- sound-design.md · game-feel/
- SKILL.md · liquid-glass/
- SKILL.md · sf-symbols/
- SKILL.md · typography/
- SKILL.md · ui-prototyping/
- SKILL.md · ux-writing/
SKILL.md (first lines)
# 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.From abpaul/phxstack, MIT.
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Signals
- Stars
- 0
- Forks
- 0
- Open issues
- 1
- Last commit (this folder)
- Sep 13, 2026 (1 month ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/abpaul/phxstack
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
apple-claude-design skill. Agent Mart. https://agentmart.dev/skills/abpaul-apple-claude-design (last updated 2026-10-24)