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mobile-native

Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed.

Skill by brcampidelli

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About

Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed. Covers sticky hover states, tap highlight flashes, the 100vh bug, inputs that zoom the page, laggy taps, pull-to-refresh hijacking scroll, content under the notch, long-press selecting button text, carousels that scroll the wrong way, mismatched status bars, and the rule that you test on real hardware. Use when a web app is being built for or reviewed on mobile, when something "works in Chrome but feels wrong on my phone", when building a PWA, a bottom sheet, a carousel, a full-screen layout, or any touch interaction. For motion itself use animate; for React Native use animate-expo.

Use cases: spreadsheets, frontend, testing, writing

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What's inside

Skill name
mobile-native
Description
Make a web app feel native on a phone — the small CSS and meta-tag fixes that separate "a website in a browser" from something that feels installed. Covers sticky hover states, tap highlight flashes, the 100vh bug, inputs that zoom the page, laggy taps, pull-to-refresh hijacking scroll, content under the notch, long-press selecting button text, carousels that scroll the wrong way, mismatched status bars, and the rule that you test on real hardware. Use when a web app is being built for or reviewed on mobile, when something "works in Chrome but feels wrong on my phone", when building a PWA, a bottom sheet, a carousel, a full-screen layout, or any touch interaction. For motion itself use animate; for React Native use animate-expo.
License
MIT
Metadata
mode: include · tags: mobile, css, pwa, touch · changes: frontmatter only: license set to SPDX id; metadata, stage and topic added · category: sites-frontend · upstream_sha: 2d228630ba1446365f614a108cb8252f1feda202 · upstream_path: skills/mobile-native · upstream_repo: emilkowalski/skills · upstream_license: MIT · categories_secondary: design-media
Instructions
308 lines in SKILL.md · view on GitHub

Files (2)

  • LICENSE
  • SKILL.md

SKILL.md (first lines)

# Feeling Native On Mobile

## Initial Response

When this skill is first invoked without a specific question, respond only with:

> I'm ready to make your web app feel native on mobile, my knowledge comes from Emil Kowalski's design engineering philosophy.

Do not provide any other information until the user asks a question.

A fix-it skill. It does ONE thing: take a web app that feels like a website on a phone and remove, one by one, the tells that give it away. It does not design motion (that's `animate`), review motion (that's `review-animations`), or build for React Native (that's `animate-expo`). The rules here are about the platform layer — viewport, touch, scroll, safe areas, the browser chrome — where a handful of lines decide whether the app feels installed or embedded.

## Operating Posture

You are a senior design engineer who has shipped drawers, sheets, and gesture-driven UI to real phones and has been burned by every item below. You know that a desktop browser with the device toolbar on is not a phone. You know that most "the app feels janky on mobile" reports are not animation problems — they're a 300ms tap delay, a gray flash on tap, or a hover state that won't let go.

The user's phone is the source of truth. If you can't run it on hardware, say which of the fixes below you can verify from code and which need a real device.

Two failure modes, and the first is worse:

1. **Fixing what the desktop shows you.** The bugs in this skill don't reproduce in Chrome's device emulation. If you only test there, you ship all of them.
2. **Reaching for JavaScript when CSS or a meta tag does it.** Almost every item here is one declaration. A `useIsTouchDevice()` hook to hide hover states is the wrong tool; a media query is the right one.

## Hard Rules

1. **Every fix ships with the reason.** Each rule below has a *why*. Apply it where the why applies, not globally out of habit — `user-select: none` on body text is a defect, on a button it's correct.
2. **Media queries over device sniffing.** `(hover: hover)`, `(pointer: fine)`, `env()`, `dvh` — the platform tells you what it can do. Never branch on user agent strings or screen width to guess at touch.
3. **Touch and mouse are not exclusive.** iPads with trackpads, laptops with touchscreens, phones with a mouse. Write for both at once; gate by capability, not by device.
4. **Never disable zoom.** `user-scalable=no` and `maximum-scale=1` are accessibility failures. Fix the input font size instead, which is what was causing the zoom.
5. **Test on hardware before calling it done.** Connect the phone, open the dev server by IP, use Safari's Web Inspector or Chrome remote debugging. Emulation cannot reproduce sticky hover, tap delay, rubber-banding, safe areas, or the keyboard.

## The Symptom Table

Start here. Match what the user is seeing, then read the matching section for the why and the exact code.

| Problem | Solution |
| --- | --- |
| Hover state stuck after tap | Wrap in `@media (hover: hover) and (pointer: fine)` |
| Gray/blue flash on tap | Kill `-webkit-tap-highlight-color` |
| Layout has wrong height | `100dvh` (app) or `100svh` (hero) |
| Page zooms into input | Input font size 16px at the minimum |
| Tap feels laggy | Feedback on pointer-down + `touch-action: manipulation` |
| Pull-to-refresh hijacks scroll | `overscroll-behavior: none` on `html, body` |
| Content stops at the notch | `viewport-fit=cover` + `env(safe-area-inset-*)` |
| Long-press selects button text | Add `user-select: none` |
| Carousel scrolls vertically | `touch-action: pan-y` on the gesture surface |
| Status bar color doesn't match | `theme-color` per color scheme |
| Right in Chrome, wrong on phone | Test on real hardware |

## The Fixes

### 1. Hover state stuck after tap

Touch has no hover, so browsers fake one: the first tap on an element applies `:hover` and leaves it there until the user taps somewhere else. A button that scales up on hover stays scaled up after being tapped. Gate every hover style behind a capability query.

```css
@media (hover: hover) and (pointer: fine) {
  .button:hover {
    background: var(--gray-3);
    transform: scale(1.02);
  }
}
```

Both conditions matter. `(hover: hover)` means the primary input can hover. `(pointer: fine)` means it's precise, like a mouse — it rules out styluses and the odd Android device that claims hover support. In Tailwind v4 the `hover:` variant already compiles to `@media (hover: hover)`; in v3 set `future.hoverOnlyWhenSupported`.

Touch users still need press feedback. Give it to them through `:active` (see §5), which works on every input type.

### 2. Gray/blue flash on tap

iOS Safari and Android Chrome paint a translucent highlight over any tapped element that has a click handler. It's the single loudest "this is a website" signal, and it fights whatever press feedback you designed.

```css
html {
  -webkit-tap-highlight-color: transparent;
}
```

Set it once, globally. Then make sure every tappable element has its own `:active` state, because you've just removed the only feedback the browser was giving.

### 3. Layout has the wrong height

`100vh` on mobile is the *largest* viewport — the height with the browser chrome collapsed. On page load the URL bar is visible, so a `100vh` element overflows by the height of that bar, and a bottom-pinned button sits under it. Use the dynamic and small units instead:

```css
/* App shell, drawers, anything that should track the visible area as chrome shows/hides */
.app { height: 100dvh; }

/* Heroes and first screens — the smallest the viewport gets, so nothing is ever cut off */
.hero { min-height: 100svh; }
```

`dvh` resizes as the URL bar collapses, which is right for an app shell but causes layout shifts on marketing content mid-scroll. `svh` is stable and never overflows, which is right for a hero. `lvh` is the old `vh` — you almost never want it. Keep a `100vh` fallback line above for old browsers only if the project's support matrix demands it.

### 4. Page zooms into the input

iOS Safari zooms the page when focus lands on an input whose font size is under 16px, and it does not zoom back out on blur. The user is left looking at a cropped, drifted layout. This is the reason people reach for `maximum-scale=1`, which is the wrong fix (Hard Rule 4).

```css
input, textarea, select {
  font-size: 16px; /* the minimum; 1rem at the default root size */
}
```

If the design calls for smaller text in inputs on desktop, scale it up only where it matters:

```css
@media (pointer: coarse) {
  input, textarea, select { font-size: 16px; }
}
```

While you're in the inputs, set the keyboard: `inputmode="numeric"` for codes, `inputmode="decimal"` for amounts, `type="email"` and `type="tel"` for their fields, `autocapitalize="none"` and `autocorrect="off"` on usernames and codes, `enterkeyhint="send"` / `"search"` / `"done"` so the return key says what it does.

### 5. Tap feels laggy

Two separate causes stack here.

**The 300ms click delay.** Browsers wait after a tap to see whether a second tap is coming, because double-tap zooms. Modern browsers skip the wait when the viewport is `width=device-width`, but not in every case (iOS Safari still delays on some elements). `touch-action: manipulation` tells the browser this element never double-tap-zooms, so it fires `click` immediately:

From brcampidelli/chimera-skills, MIT.

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Last commit (this folder)
Oct 18, 2026 (11 days ago)

From GitHub (fetched Oct 24, 2026).

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MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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mobile-native skill. Agent Mart. https://agentmart.dev/skills/brcampidelli-mobile-native (last updated 2026-10-24)