design
Design skills for Apple platform UI — Liquid Glass, animations, game feel (haptics, sound, celebrations), UI prototyping, UX writing, SF Symbols, and…
Skill by rshankras
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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.
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About
Use cases: design, writing
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/design
What's inside
- Skill name
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 rshankras/claude-code-apple-skills, MIT.
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Signals
- Stars
- 828
- Forks
- 78
- Open issues
- 2
- Last commit (this folder)
- Jul 18, 2026 (3 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
design skill. Agent Mart. https://agentmart.dev/skills/rshankras-design (last updated 2026-10-24)