--- 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: 2026-07-18 review_by: 2027-06-22 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 - [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.