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mobile-app-ui-design

Design high-quality mobile app UI/UX screens, flows, and components.

Skill by br3eze-code

IndexedApache-2.0★ 3
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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.

npx agentmarket install skill/br3eze-code-mobile-app-ui-design

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Design high-quality mobile app UI/UX screens, flows, and components. Use this skill whenever the user asks to design a mobile app screen, create app mockups, build mobile UI components, improve an existing mobile app design, create onboarding flows, design mobile navigation, or requests any mobile-first interface work. Also trigger when the user mentions app design, mobile UI, mobile UX, screen design, app mockups, wireframes, or wants to build React Native / Flutter / SwiftUI style interfaces as visual prototypes. Even if the user just says "design an app" or "make this screen look better", use this skill.

Use cases: design, frontend

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Permissions

What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 26, 2026.

Tools
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Secrets
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/mobile-app-ui-design

What's inside

Skill name
mobile-app-ui-design
Description
Design high-quality mobile app UI/UX screens, flows, and components. Use this skill whenever the user asks to design a mobile app screen, create app mockups, build mobile UI components, improve an existing mobile app design, create onboarding flows, design mobile navigation, or requests any mobile-first interface work. Also trigger when the user mentions app design, mobile UI, mobile UX, screen design, app mockups, wireframes, or wants to build React Native / Flutter / SwiftUI style interfaces as visual prototypes. Even if the user just says "design an app" or "make this screen look better", use this skill.
License
Apache-2.0
Instructions
146 lines in SKILL.md · view on GitHub

Files (3)

  • INDEX.md
  • SKILL.md
  • industry-conventions.md · references/

SKILL.md (first lines)

# Mobile App UI/UX Design Skill

This skill guides the creation of professional, polished mobile app interfaces that follow proven design principles used by top-tier apps like Airbnb, Duolingo, Spotify, Revolut, and Phantom.

## Core Philosophy

Great mobile UI isn't about flashiness — it's about intentionality. Every pixel, every spacing value, every color choice should serve the user. The goal is to create interfaces that feel smooth, personal, and alive — not just functional.

Before designing anything, understand three things:
1. **What is the user trying to accomplish?** (reduce friction to that goal)
2. **How should this make the user feel?** (trust, delight, confidence, calm)
3. **What's the one thing they should notice first?** (visual hierarchy)

## Design Process

Follow this sequence for any mobile screen:

### Step 1: Understand the Context
- What type of app? (fitness, finance, social, productivity, health, crypto, etc.)
- Who is the user? (new, returning, power user — adapt the experience)
- What's the primary action on this screen?
- What industry design conventions apply? (See `references/industry-conventions.md`)

### Step 2: Structure First (UX Lens)
- Map the user flow: what screen comes before and after?
- Identify the MVP elements — only what's essential for this screen
- Place primary actions in the **thumb zone** (bottom 1/3 of screen)
- Follow the **F-pattern** reading order for content layout
- Reduce interaction cost: expose content directly instead of hiding behind taps
- Turn empty states into opportunities with guidance, illustration, and a CTA
- Choose the right input method: sliders/scroll wheels for one-time setup, text fields for repeated/precise entry

### Step 3: Apply Visual Design (UI Lens)
Follow these rules in order:

#### Typography
- Use **one font family** (two max, with clear hierarchy purpose)
- Maximum **4 font sizes** and **2 font weights**
- Use monospace variants for large numbers (prices, stats, metrics)
- Keep text containers under 600px wide for readability
- Create hierarchy with size, weight, and opacity — not just bold everything

#### Color System (60/30/10 Rule)
- **60%** — neutral base (white, light gray, or dark background)
- **30%** — complementary color (black text, dark elements)
- **10%** — brand/accent color (CTAs, key indicators, icons)
- Use **opacity variations** of the neutral color for text hierarchy: 100% for headings, 80% for body, 60-70% for secondary text
- Use the accent color at 5% opacity for secondary buttons and subtle card highlights
- Match shadow colors to the background (tint shadows, never pure gray/black on colored backgrounds)
- Save strong colors (like red) for meaningful moments — overuse kills hierarchy

#### Spacing (8-Point Grid System)
- All spacing values must be divisible by **8 or 4** (8, 12, 16, 24, 32, 48, 64, 80, 96)
- Use **relationship-based spacing**: related elements closer together, unrelated further apart
- Multiplier rule: if related text elements are 16px apart, the gap to the next group should be 2× (32px)
- Section vertical padding: at least 80-96px (160px for major sections on larger screens)
- Card internal padding: 24-32px baseline
- Larger text = larger spacing needed

#### Shadows
- Always use **soft shadows** — never harsh/distinct
- Match shadow color to the background with a tinted hue
- Use subtle white inner shadows on buttons to add dimension
- Add faded drop shadows for depth without heaviness

#### Visual Cues & Imagery
- Use icons, emojis, illustrations, and images to make information digestible
- User avatars/photos > initials > generic icons (for representing people)
- Color-coded categories with soft solid backgrounds + clean isolated images
- Keep visual style consistent across the entire app — no random stock photo mix
- Use AI-generated or curated visuals with matching color palettes

### Step 4: Design for Emotion (Peak-End Rule)
The user will remember two moments: the **peak** (most intense) and the **end** (last impression).

- **Identify your peak moment**: completing a core task, hitting a milestone, finding what they want
- **Design the peak**: micro-animations, celebratory feedback, sparkles, badges, encouraging copy
- **Design the ending**: summary card, progress affirmation, gentle nudge to return
- Add **emotional feedback loops**: success states should feel rewarding (bounce, glow, sparkle)
- Celebrate small wins — success states don't need to be huge, but they should feel intentional
- Use motion and animation as trust signals, especially in high-stakes domains (finance, crypto, health)

### Step 5: Polish & Details
- Add subtle glow effects behind key elements (blur + opacity)
- Use tiny white inner shadows on primary buttons
- Add 5% opacity primary-color borders on secondary elements
- Consider micro-animations for state changes
- Ensure all tap targets are at least 44×44pt
- Check contrast ratios for accessibility
- Design error states, empty states, loading states, and success states

## Smart Patterns to Apply

### Personalization by User Stage
- **New users**: simple welcome, guided setup, minimal options
- **Returning users**: personalized content, routine-focused, progress indicators
- **Power users**: advanced stats, optimization tools, dense information

### Smarter Search
Never show a blank search screen. Include:
- Recent searches
- Popular/trending items
- Personalized recommendations

### Order/Status Tracking
- Open with a confident status message
- Humanize with photos, names, quick-action buttons
- Use visual timelines instead of text-based date lists

### Category Screens
- Use color-coded cards with soft backgrounds and clean isolated images
- Ensure visual consistency across all category items
- Create rhythm in the layout for effortless scanning

### Selection Over Manual Input
- Offer tappable selections for common options (job titles, preferences, etc.)
- Include icons/emojis alongside options for personality
- Provide an "Other" option with manual input as fallback

From br3eze-code/br3eze-code, Apache-2.0.

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Forks
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Last commit (this folder)
Jul 8, 2026 (3 months ago)
Last release
Sep 28, 2026 (1 month ago)

From GitHub (fetched Oct 24, 2026).

Details

License
Apache-2.0
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

mobile-app-ui-design skill. Agent Mart. https://agentmart.dev/skills/br3eze-code-mobile-app-ui-design (last updated 2026-10-24)