| name | spatial-computing-ui |
| description | Web and App implementation guide for Spatial Computing UI. Trigger when user wants floating elements, environmental awareness, and Apple Vision Pro style. |
| category | Creative & Media |
| source | antigravity |
| tags | ["react","ai","llm","design","image","cro"] |
| url | https://github.com/sickn33/antigravity-awesome-skills/tree/main/skills/design-it/spatial-computing-ui |
Spatial Computing UI
"A step beyond Spatial Design. Fully 3D windows floating in augmented reality."
When to Use
Use this sub-style when the user's request matches the aesthetic described above. This is a child reference of the design-it skill and is not meant to be triggered directly.
Core Principles
- Z-Space Hierarchy: Not just drop shadows, but actual 3D distance. Modals float 10px in front of the main window.
- Gaze-Based Interaction Cues: Elements highlight vividly when hovered, anticipating eye-tracking or precise pointer control.
- Glass and Light: Windows are thick sheets of frosted glass that bend light and cast soft shadows onto the physical environment.
Visual DNA
- Colors: Relies entirely on the background environment. Uses purely translucent whites (
rgba(255,255,255,0.x)) and blacks.
- Typography:
SF Pro. Heavy use of varied font weights (Regular, Semibold, Bold) to create hierarchy.
- Shapes: High border radii (
24px-32px). Everything is a rounded rectangle or a perfect circle.
Web Implementation
- Best emulated using CSS 3D transforms to simulate the user's perspective.
- CSS Example:
body {
background: url('living-room.jpg') center/cover;
perspective: 1200px;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
}
.spatial-window {
width: 800px;
height: 600px;
border-radius: 32px;
background: rgba(255, 255, 255, 0.15);
backdrop-filter: blur(50px) saturate(200%);
-webkit-backdrop-filter: blur(50px) saturate(200%);
border: 1px solid rgba(255, 255, 255, 0.4);
box-shadow:
inset 0 1px 2px rgba(255, 255, 255, 0.8),
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: preserve-d;
}
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App Implementation
SwiftUI (visionOS Native / iOS emulation)
struct SpatialComputingView: View {
var body: some View {
ZStack {
Image("living-room")
.resizable()
.aspectRatio(contentMode: .fill)
.ignoresSafeArea()
VStack(spacing: 24) {
Text("Spatial Window")
.font(.title).fontWeight(.bold)
.foregroundColor(.white)
Button(action: {}) {
Text("Focus Me")
.fontWeight(.semibold)
.foregroundColor(.white)
.padding(.horizontal, 32)
.padding(.vertical, 16)
}
.background(Color.black.opacity(0.2))
.clipShape(Capsule())
}
.padding(60)
.background(.ultraThinMaterial)
.cornerRadius(32)
.overlay(
RoundedRectangle(cornerRadius: 32)
.stroke(Color.white.opacity(0.4), lineWidth: 1)
)
.shadow(color: .black.opacity(), radius: , y: )
()
.foregroundColor(.white)
.padding()
.background(.thinMaterial)
.cornerRadius()
.shadow(color: .black.opacity(), radius: , y: )
.offset(x: , y: )
}
}
}
- Use
.ultraThinMaterial for the base windows and .thinMaterial for floating popovers so they feel more opaque as they get closer to the eye.
- Use
.hoverEffect() extensively if targeting iPadOS or visionOS.
Flutter
import 'dart:ui';
class SpatialComputingScreen extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Scaffold(
body: Stack(
fit: StackFit.expand,
children: [