| 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. |
| allowed-tools | ["Read","Write","Edit","Glob","Grep","AskUserQuestion"] |
| last_verified | "2026-07-18T00:00:00.000Z" |
| review_by | "2027-06-22T00:00:00.000Z" |
| os_version | iOS 27 / macOS 27 |
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