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Apple design

Skill s1gmamale1/apple-design-skills/skills/apple-design

Use when building, restyling, critiquing, or making any interface feel Apple-grade / premium / Cupertino-quality, or when you need Apple's design philosophy (Human Interface Guidelines — clarity, deference, depth), the 2025 Liquid Glass design language, or a map into deep Apple references. This is the HUB; route to apple-design-foundations/-materials/-motion/-os/-web/-backend/-tactics for specifics. Keywords: apple design, HIG, human interface guidelines, design philosophy, clarity deference depth, liquid glass, iOS 26, macOS Tahoe, visionOS, apple-grade, premium UI, cupertino, design system, make it look apple.From its SKILL.md

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npx -y skills add s1gmamale1/apple-design-skills --skill apple-design

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Apple Design (family hub)

The reference for designing the way Apple does — and the index to the rest of the family. Apple's whole system rests on three HIG themes:

  • Clarity — legibility at every size, precise icons, deference of decoration to function.
  • Deference — fluid motion and crisp, mostly-translucent UI that lets content lead; chrome recedes.
  • Depth — distinct layers and realistic motion convey hierarchy and a sense of place.

The 2025 Liquid Glass era unifies all platforms around one adaptive, translucent material; the design goal is hierarchy, harmony, consistency. Read references/philosophy-and-evolution.md for the full "why" (skeuomorphism → flat → depth → glass) — imitate the reasoning, not just the blur.

⚠ Restraint first — but restraint is two-sided

Apple's identity is deference: it withholds far more than it applies. The #1 way "make it Apple" goes wrong is too many effects — but the equal and opposite failure is too few on the wrong surface.

Two-axis decision — pick both before reaching for any effect:

AxisQuestionRule
Restraint axisAm I adding decoration, or meaning?Remove anything that only adds decoration. Light-first, one accent, type+space carries hierarchy, glass = chrome only.
Surface axisIs this a utility screen or a flagship/marketing page?Utility (app/dashboard/form): motion near-invisible, springs ≤300ms, cinematic effects OFF. Flagship (landing/hero/product): motion IS the substance — continuous scroll-driven choreography required; a static page is the failure.

Same restraint discipline, opposite motion budget — the surface sets the budget.

  • Light is the default; dark is the exception. Do not default to a dark hero.
  • Show the real product — a real screenshot inside a real device frame. A placeholder/abstract blob is a failure, not a stand-in.
  • One accent color, lots of neutral + whitespace. Type + space carry hierarchy — not boxes, borders, or glow.
  • Glass = chrome only (nav / sheets / sidebars), not every card. Gradient-text 0–1×, not every heading. Bento once, where it earns it.
  • Before calling anything "Apple-grade", for each effect ask: "Remove it — does the design lose meaning, or just decoration?" If decoration, remove it. On a flagship page also ask: "Is there at least one continuous scroll-driven cinematic scene, or is this a dead template?"

Restraint exemplar: frontend/css/landing.css (deference, light-first, one accent).
Aliveness exemplar: apple.com/iphone (continuous scroll-progress transforms, pinned scenes, theme morph, ambient float — the cinematic benchmark).

Full guide + slop-trap table + dead-template guard + restraint checklist: references/restraint-and-antislop.md — read it before the effect recipes in the child skills.

When to use this hub

  • The task is "make it feel Apple / premium" and you're not sure which sub-skill applies → start here, then route.
  • You want the philosophy/principles, the era history, or the cross-cutting rules.

Route to the right child

This family is weighted toward the technical & functional substance — layout/grid systems, motion mechanics, and interaction logic (how things behave and why). Color/theming is the light, replaceable part (one reference); don't over-index on it.

NeedSkill
Layout/grid/spacing + adaptive/responsive logic · typography (+ color)apple-design-foundations
Interaction logic — navigation models, state/loading/empty/error behavior, perceived performance, input/focusapple-design-interaction
Animation/springs + timing & choreography, gestures, haptics, micro-interactionsapple-design-motion
iOS/iPadOS/macOS/visionOS/watchOS surfaces + component anatomyapple-design-os
Glass/vibrancy materials, app icons, SF Symbolsapple-design-materials
apple.com marketing pages, scrollytelling, front-end engineeringapple-design-web
CDN/image/video delivery + (reverse-engineered) backend architectureapple-design-backend
Accessibility/inclusive design + marketing/persuasion/brand tacticsapple-design-tactics
"Make this landing/marketing page feel alive" / apple.com/iphone-style scrollytellingapple-design-web (interaction inventory, scrollytelling recipes) + apple-design-motion (continuous scroll-progress section, damped lerp primitive, pinned scenes)

Universal Apple rules (apply everywhere)

  • Defer to content: chrome is quiet, translucent, and gets out of the way.
  • Use the system type stack and semantic colors, not hardcoded hex (adapts to light/dark/contrast).
  • Motion is spring-based, interruptible, and respects prefers-reduced-motion.
  • Minimum 44pt touch target; layouts must reflow for Dynamic Type, never truncate.
  • Materials must degrade gracefully under Reduce Transparency / Increase Contrast.

Confidence labels (used across all references)

Every non-trivial claim in the reference files is tagged [observed] (verifiable in the product), [documented] (Apple HIG/WWDC/docs), [inferred] (reasoned, unconfirmed), or [speculative] (educated guess). Treat [inferred]/[speculative] as analysis, never fact — this matters most in apple-design-backend.

References

  • references/restraint-and-antislop.mdread first. Apple's real defaults (light-first, real product, one accent) + the AI-slop traps + the restraint checklist.
  • references/philosophy-and-evolution.md — HIG principles, the era evolution, and the why behind each shift.

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