--- name: appllama-app-design-skill description: Build native-feeling, benchmark-quality mobile app screens (Expo / React Native). Use when designing or implementing any mobile UI — screens, flows, onboarding, paywalls, tab bars, sheets, settings, empty states — or when polishing motion, navigation, typography, dark mode, or perceived performance. Enforces Apple HIG fidelity, semantic colors, native controls, anti-slop discipline, navigation semantics (push vs replace, modal vs sheet vs overlay, the one-way doors where back must not exist), purposeful Reanimated motion, a full-motion simulator-verified iteration loop, and a study-real-apps-first workflow (pairs with the Appllama MCP). Trigger on "build a screen", "make this screen better", "design the onboarding", "wire up this flow", "polish the UI", "make it feel native", or any mobile design/implementation task. license: MIT metadata: author: Appllama (appllama.io) version: 1.3.0 --- # Appllama App Design Skill You are building screens that will sit on a phone next to the best-designed apps in the world. The user will compare your output to those apps within seconds of launching it. This skill defines the bar and the method for clearing it. ## The Prime Directive: study before you draw Never design a screen from imagination when you can study how top apps solved the same screen. Real, shipping, revenue-ranked apps encode thousands of hours of design iteration and A/B testing. Your first move on any screen is research: 1. If the **Appllama MCP** is connected, pull real screens for the category and screen type you are building (see the `appllama-usage` skill for the exact research playbooks). Study 20–30 screens before writing a line of UI code. 2. Extract the **pattern, not the pixels**: layout skeleton, information hierarchy, control choices, spacing rhythm, where the primary CTA sits, what gets an illustration vs. plain text, how progress is communicated. Note: every Appllama image and video carries a small Appllama watermark in the top-left corner. It is provenance, not design — ignore it when reading a screen (it may sit over the status bar or a back button) and never reproduce it in anything you build. 3. Then design **your** screen: same proven skeleton, your product's voice. Copying a competitor's screen 1:1 is both lazy and legally risky; shipping a screen that ignores every convention users already know is worse. ## Platform baseline Default stack assumptions (override only if the project already differs): - **Expo + Expo Router**, React Native, TypeScript. - `react-native-reanimated` for motion, `react-native-gesture-handler` for gestures, `@shopify/flash-list` (or FlashList v2) for any list that can grow. - `expo-image` for images (and SF Symbols via `source="sf:name"` on iOS), `expo-video` / `expo-audio` (never the deprecated `expo-av`). - `react-native-safe-area-context` for insets. Never hard-code notch numbers. - `process.env.EXPO_OS` over `Platform.OS` for compile-time platform checks. ## Native fidelity laws These are the details that separate "web page in a wrapper" from "native app". Violating any of them is a finding, not a style preference. 1. **Semantic colors, both themes, day one.** Use system/semantic color tokens (e.g. `Color` from `expo-router` on iOS: `Color.ios.label`, `Color.ios.secondarySystemBackground`; Material dynamic colors on Android). Every screen must render correctly in light AND dark before it is "done". Never pass semantic color objects into Reanimated animated styles — resolve to strings first. 2. **Native controls over rebuilt ones.** Switch, Slider, SegmentedControl, context menus, date pickers: use the native control or a faithful wrapper. A rebuilt toggle that animates 50 ms differently than iOS's reads as fake instantly. 3. **SF Symbols / Material Symbols for iconography.** On iOS prefer SF Symbols (`expo-image` with `sf:` sources, or `expo-symbols`); they inherit weight, optical size, and Dynamic Type behavior. Do not mix three icon families on one screen. 4. **Typography is hierarchy.** Use the platform type ramp (Large Title / Title / Headline / Body / Footnote on iOS). One display size per screen. Tabular numerals (`fontVariant: ['tabular-nums']`) for anything that counts, times, or prices. `Text selectable` on data users may want to copy. 5. **Continuous corners.** `borderCurve: 'continuous'` on every rounded rectangle. Squircles are the single cheapest "feels iOS" win that exists. 6. **Shadows via CSS `boxShadow`**, not legacy `shadow*`/`elevation` props. Shadows are for elevation logic, not decoration — one elevation system per app. 7. **Spacing rhythm.** Pick a base unit (4 or 8) and never leave it. Prefer flexbox `gap` over margin stacking. ScrollView padding goes in `contentContainerStyle`, never on the ScrollView itself. 8. **Safe areas and the Dynamic Island are part of the design.** Screens must be verified with content scrolled under the island / status bar (does the blur/fade treatment hold?), with the home indicator (does the bottom CTA clear it?), and in landscape if supported. 9. **Navigation titles belong to the navigator.** Use the stack's native title (and large-title collapse behavior on iOS) rather than a hand-rolled header whenever possible. 10. **Haptics are punctuation.** Selection tick when a value passes a step, light impact when something snaps home, notification success/error for outcomes — on the same frame as the visual, one per user action, never the only feedback. Never on scroll, never in loops. 11. **Format numbers like a product, not a database**: 1.4M, 38k, $4.99. Trim trailing zeros. Localize dates. 12. **Root scroll behavior**: screens that can ever overflow wrap content in a ScrollView (first component in the route) with `contentInsetAdjustmentBehavior="automatic"`. Use `useWindowDimensions`, never `Dimensions.get()`. ## Navigation laws Navigation is the part of a screen a screenshot can't show, and users feel it in ten seconds. Every transition answers three questions: what is the destination to here, must the user be able to come back, and what does back (chevron, iOS edge swipe, Android hardware back) do afterwards. 1. **Push goes deeper, replace moves on.** `router.push` when the user will want to return here; `router.replace` / `` when coming back would land in a state the world has moved past; `router.dismissTo(href)` for "finish this flow and land on X". Back undoes *navigation*, never *events*. 2. **Presentation is meaning.** A self-contained task with steps → `presentation: 'modal'` with its own stack and its own Cancel/Done; a short interruption (picker, filters, item options) → `formSheet` with detents, drag-to-dismiss; immersive content → `fullScreenModal` with an explicit Close; something floating over a still-visible screen (confirm card, lightbox, coach mark) → `transparentModal` overlay; destructive confirms → action sheet; item actions → native context menu; share / web / photo picking → the system controller, never a rebuilt route. A sheet that grows a second step was a modal all along; if a link could open it, it is a route, not a `useState` sheet. 3. **One-way doors leave the stack.** Sign-in on a wall app, finished onboarding (Skip included), a purchase, a completed session: guard with `Stack.Protected` and land with `replace`, so back can never re-enter the old state — Android back from home exits the app, never shows Login; a paid paywall never re-opens. But keep the user's *place*: sign-in demanded by one action (save, follow, buy) is a modal over the screen that completes the action where it was tapped, and a paywall opened from a feature dismisses back onto the feature, unlocked — never `replace('/(tabs)')` from there. 4. **Back is blocked in exactly two cases** — an irreversible request in flight (seconds, with visible progress) and unsaved work in a modal (ask first), both via `usePreventRemove` on the modal's root screen. Transient in-screen state (selection mode, an expanded search, an open in-screen sheet) consumes the first back, then back leaves. Anything else that traps back — a funnel, a rating prompt — is a defect; the edge swipe works everywhere else. 5. **Tabs are peers.** No slide between tabs, each tab keeps its own stack, re-tapping the active tab pops to its root; full-attention screens (composer, player, checkout) live in the root stack *above* the tabs. Deep links land with a real stack underneath (`initialRouteName` / `withAnchor`); cold start lands by state, splash held until session state has resolved — never a Login flash before Home. 6. **Study the grammar, not just the pixels.** Walking a winning flow on Appllama, note what each step *is* — push, modal, sheet — and copy that consistency. ## Anti-slop laws AI-built apps share a look, and users file it under "template" within seconds. Each of these is a *default ban* — there is always an override when the brand explicitly asks for the thing AND you can articulate why it fits this product. 1. **No AI-default styling.** Purple/indigo gradient CTAs with a glow, glassmorphism on every card, mesh-gradient heroes, confetti for minor events, sparkles in headings — that is the model's house style, not design. Your palette, materials, and layout come from the reference screens you studied, never from the priors you'd reach for unprompted. 2. **One accent, locked.** Pick one accent color and it is THE accent on every screen — no blue CTA on one screen and teal on the next, no new hue appearing in screen seven. Neutrals carry the app; the accent is spent where the money is (primary action, active state, progress). 3. **One grey family.** Warm greys or cool greys — never both in one app. 4. **Shape lock.** One corner-radius scale, stated as a rule ("actions are pills, cards 16, inputs 8") and never violated. Mixed radii without a stated rule read as assembled-from-parts. 5. **No emoji as iconography.** Icons are SF Symbols / Material Symbols (fidelity law 3). Emoji appear only when the product's voice is genuinely chat-native or playful — sparingly, in content, never in chrome. 6. **One label per intent.** "Get started", "Start now", and "Begin" are the same intent — pick one phrasing and use it everywhere it appears. 7. **Emphasis stays in the family.** Emphasize a word with weight or italic of the same typeface; injecting a serif word into a sans headline (or vice versa) for visual interest is amateur. 8. **Ship full state cycles, not the happy path.** Static-successful-state- only is the default failure mode: skeletons must match the final layout's shape, empty states are composed (and say how to fill them), errors are inline and specific. 9. **The slop pre-flight is mechanical.** Before any flow reaches the simulator pass, count: distinct accent hues (must be 1), distinct corner radii (all from the stated scale), emoji in UI chrome (0), gradients without a brand reason (0), duplicate labels for one intent (0). A failed count is a fix, not a judgment call. ## Motion laws Motion is the highest-leverage polish surface and the easiest to overdo. Decide in this order: - **The frequency gate comes first.** Met 100+ times a day (tab switch, keyboard, scroll, back) → the platform default and nothing else; tens a day (press, row select) → near-imperceptible, under 150 ms; occasional (sheets, modals, toasts) → standard motion; delight only on rare, first-time moments. Tabs never slide; screen transitions stay native. Passing this gate with zero lines of code is a success — when unsure, the strongest move is to delete the animation. - **Name the purpose in one word** — feedback, spatial continuity, state change, preventing a jarring cut, explanation, delight — or don't build it. Data the user is reading never moves for style. - **If a finger was involved, it's a spring.** Start from the live value (capture it on grab), hand the release velocity into the spring, pick the target from projected momentum so a flick commits, rubber-band past boundaries, stay grabbable mid-flight. One vocabulary per app — `{ duration: 400, dampingRatio: 1 }` to settle, `{ 300, 0.8 }` for sheets — and bounce only when the gesture carried momentum. - **Everything else is timing, under 300 ms, strong ease-out** (`Easing.bezier(0.23, 1, 0.32, 1)` — built-in curves are too weak; never ease-in on an entrance). Press feedback lands on press-*in*, 100–150 ms: scale 0.97 on buttons and cards, a background highlight (never scale) on list rows, opacity on bar buttons. Exits are faster than entrances and leave the way they came in; enter from `scale(0.95)` + fade, never `scale(0)`; menus grow from their trigger (centered modals exempt). - **Gesture → animation never hops the JS thread.** Worklets + shared values (`.get()`/`.set()`; `scheduleOnRN` — Reanimated 4's `runOnJS` — only at gesture end), `transform`/`opacity` only, no `entering` on recycled list rows, never animate a header's height (translate inside a fixed clip), keyboard-tracking UI via `react-native-keyboard-controller` — never a keyboard listener plus a guessed duration. - **Respect Reduce Motion**: your spatial motion collapses to cross-fades; native transitions stay the system's. - The bar: 60 fps through the hero flow, measured on a **release build on the slowest device you support** — Expo Go and dev builds hide exactly the jank you're hunting ([references/performance.md](references/performance.md)). Watch the recording once for feel, once frame by frame, and again next day with fresh eyes. ## State architecture Screens that feel great are screens whose state is boring: - **Server state** in TanStack Query (or the project's equivalent): caching, retries, optimistic updates. Never `useEffect`+`fetch`. - **Client state** in a small atomic store (Zustand/Jotai). Broad "app state" contexts cause the re-render cascades that make UIs feel heavy. - **Ephemeral UI state** (open/closed, focus, scroll) stays local to the component. - **Optimistic by default**: taps reflect instantly, reconcile in the background, roll back loudly on failure. - Uncontrolled `TextInput`s for high-frequency typing surfaces; controlled inputs are a top-3 cause of typing jank. - Persist tiny client state in MMKV, not AsyncStorage, when latency shows. ## Perceived performance - Skeletons only for content whose shape you know; otherwise progressive reveal. Never a full-screen spinner for a partial update. - FlashList for every list; give stable keys. - Preload the next screen's data on press-in, not on navigation-complete. - Images: right-size sources, `expo-image` with `recyclingKey` in lists, thumbhash/blurhash placeholders. - Cold-start TTI and bundle discipline live in [references/performance.md](references/performance.md) — apply the measure → optimize → re-measure loop, never blind memoization. ## Image & illustration assets When a screen calls for illustration, empty-state art, hero imagery, or icons beyond the symbol set: - Generate assets with the **best image model available to you** (e.g. an imagegen tool or the Higgsfield MCP/CLI if connected) at the **highest quality settings**, then downscale to @1x/@2x/@3x. Never upscale. - One visual language per app: pick a style (gradient-mesh, flat-duotone, 3D-clay, hand-drawn, mascot style) and generate ALL assets in that same style, same palette, same lighting. A mixed-style asset set reads as template slop. - Prompt for **transparent or solid-flat backgrounds** matched to your surface color; composite artifacts (white halos, wrong-color mattes) are an automatic redo. - Full asset pipeline and prompt patterns: [references/image-assets.md](references/image-assets.md). ## The simulator loop (non-negotiable) A screen does not exist until you have seen it running. The loop: 1. Implement → launch in the iOS Simulator (or Android emulator). 2. Screenshot and **actually look**: alignment, optical centering, spacing rhythm, truncation with long content, dark mode, Dynamic Type at XL. 3. Run the **full-motion pass** below — screenshots prove layout; they prove nothing about motion. 4. Fix, relaunch, re-verify. Repeat until you cannot find a defect — then run the checklist in [references/simulator-loop.md](references/simulator-loop.md) once more. Do not declare a screen finished from code review alone. Do not stop at "looks fine" — stop at "cannot find a flaw at 100% zoom". ### The full-motion pass (mandatory, per flow) Every flow is evaluated as **moving pictures in the simulator, never as stills**. Screen-record the entire flow end to end (`xcrun simctl io booted recordVideo flow.mov`), exercising ALL of it: - every screen transition, push/pop, tab switch - every back path — chevron, edge swipe, Android hardware back — and, after each one-way door (sign-in, onboarding done, purchase, finished session), an attempt to go back that must fail to re-enter the old state - every modal and sheet: present, drag, dismiss — and cancel mid-drag - the keyboard, both directions: appear (does the layout glide, is the focused input visible?) and dismiss (does anything jump-cut?) - every user interaction: press states, gesture follow-through, interrupted gestures, rapid taps, scroll flings at the extremes Watch the recording **twice**: once at full speed for feel, once scrubbing frame by frame. You are hunting: - dropped or stuttered frames — the bar is a sustained **60 fps** through every transition, measured, not vibed - one-frame flashes: white/unstyled first paint, wrong-theme frames mid- transition, color pops where a surface briefly renders the wrong token - layout jumps, double-render pops, springs that clip or overshoot into content, elements that reflow after appearing The whole recording must play like one native piece — smooth end to end, zero UX glitches. One glitchy frame means the flow is not done. ## Definition of done, per screen - [ ] Studied 10+ real reference screens for this screen type (via Appllama MCP when available) and can name the pattern you adopted - [ ] Navigation answered: what this screen *is* (push / modal / sheet / overlay / replace), what back does from it on iOS and Android, and — behind a one-way door — that back cannot re-enter the old state - [ ] Light + dark mode verified in the simulator - [ ] Safe areas / Dynamic Island / home indicator verified - [ ] Long-content, empty, loading, and error states designed — not defaulted - [ ] Motion: the full flow screen-recorded and scrubbed — entrances, presses, transitions, modals, keyboard — native feel, zero glitch or wrong-color frames; Reduce Motion respected; 60 fps measured on a release build on the slowest supported device - [ ] Dynamic Type XL doesn't break layout; text is selectable where useful - [ ] All tap targets ≥ 44pt; contrast passes in both themes - [ ] Assets: single style family, crisp at @3x, no compositing halos - [ ] List surfaces virtualized; no controlled-input jank; no re-render storms (profiled, not guessed) ## References | File | Load when | |---|---| | [references/native-controls.md](references/native-controls.md) | Choosing/wiring iOS+Android native controls, menus, pickers, sheets | | [references/motion.md](references/motion.md) | Any Reanimated work: gestures, transitions, springs, layout animations | | [references/performance.md](references/performance.md) | Jank, slow TTI, big bundles, memory leaks, profiling method | | [references/image-assets.md](references/image-assets.md) | Generating illustrations/icons/hero art with image models | | [references/simulator-loop.md](references/simulator-loop.md) | Final verification checklist + device matrix |