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Spatial design

Skill sickn33/agentic-awesome-skills/plugins/agentic-awesome-skills/skills/design-it/spatial-design

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Install
npx -y skills add sickn33/agentic-awesome-skills --skill spatial-design

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What its author says it does

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Web and App implementation guide for Spatial Design. Trigger when user wants environment-aware layouts, Apple Vision Pro inspiration, and mixed reality aesthetics.

SKILL.md

10.3 KB, as published. Nobody here has run it

Spatial Design

"UI that belongs in the room with you. Transparent, glass-like panels that react to the lighting of the physical space."

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

  1. Environmental Transparency: The UI acts like a glass pane. It is deeply reliant on background blur, but specifically aims to let the environment (or a simulated environment image) dictate the mood.
  2. Dynamic Lighting: Elements respond to cursor position as if a flashlight is shining on them.
  3. Subtle Volume: Not flat, but not extremely 3D. Elements have a very thin rim of light around the edge (specular highlight).

Visual DNA

  • Colors: Almost exclusively uses rgba() white or black. The actual color comes entirely from the background environment.
  • Typography: Extremely sharp, high legibility. Often uses varying font weights to establish hierarchy without relying on color. Apple's SF Pro is the gold standard here.
  • Icons: Outlined, high-legibility glyphs.

Web Implementation

  • CSS Example:
body {
  /* Needs a complex background to look right */
  background: url('room-environment.jpg') cover;
}

.spatial-panel {
  /* The core material */
  background: rgba(255, 255, 255, 0.2); /* Very sheer */
  backdrop-filter: blur(40px) saturate(150%);
  -webkit-backdrop-filter: blur(40px) saturate(150%);
  
  border-radius: 32px;
  padding: 40px;
  
  /* The specular rim light */
  box-shadow: 
    inset 0 1px 1px rgba(255,255,255,0.6),
    inset 0 0 1px 1px rgba(255,255,255,0.2),
    0 24px 48px rgba(0,0,0,0.1);
}

.spatial-btn {
  background: rgba(0,0,0,0.1);
  color: white;
  border-radius: 20px;
  padding: 12px 24px;
  backdrop-filter: blur(10px);
  transition: all 0.2s;
}

.spatial-btn:hover {
  background: rgba(255,255,255,0.2);
  /* Highlight effect */
  box-shadow: inset 0 0 20px rgba(255,255,255,0.4);
}

App Implementation

SwiftUI

struct SpatialDesignView: View {
    var body: some View {
        ZStack {
            // Environment background
            Image("room-environment")
                .resizable()
                .aspectRatio(contentMode: .fill)
                .ignoresSafeArea()
            
            // Spatial Panel
            VStack(spacing: 24) {
                Text("Environmental UI")
                    .font(.title).fontWeight(.bold)
                    .foregroundColor(.white)
                
                Button(action: {}) {
                    Text("Interact")
                        .foregroundColor(.white)
                        .padding(.horizontal, 32)
                        .padding(.vertical, 16)
                }
                .background(.ultraThinMaterial)
                .clipShape(Capsule())
                .overlay(Capsule().stroke(Color.white.opacity(0.3), lineWidth: 1))
            }
            .padding(40)
            .background(.ultraThinMaterial) // The core spatial material
            .cornerRadius(32)
            // Specular rim light
            .overlay(
                RoundedRectangle(cornerRadius: 32)
                    .stroke(
                        LinearGradient(
                            colors: [.white.opacity(0.6), .white.opacity(0.1)],
                            startPoint: .topLeading, endPoint: .bottomTrailing
                        ), 
                        lineWidth: 1
                    )
            )
            // Very soft, diffuse shadow
            .shadow(color: .black.opacity(0.1), radius: 40, y: 20)
        }
    }
}
  • .background(.ultraThinMaterial) is exactly what Apple uses for this aesthetic.
  • The specular highlight is critical. Use an .overlay with a LinearGradient stroke to simulate a light source hitting the top-left edge of the glass.

Flutter

import 'dart:ui';

class SpatialDesignScreen extends StatelessWidget {
  @override
  Widget build(BuildContext context) {
    return Scaffold(
      body: Stack(
        fit: StackFit.expand,
        children: [
          Image.asset('assets/room-environment.jpg', fit: BoxFit.cover),
          
          Center(
            child: ClipRRect(
              borderRadius: BorderRadius.circular(32),
              child: BackdropFilter(
                filter: ImageFilter.blur(sigmaX: 30.0, sigmaY: 30.0),
                child: Container(
                  width: 350,
                  padding: const EdgeInsets.all(40),
                  decoration: BoxDecoration(
                    color: Colors.white.withOpacity(0.1),
                    borderRadius: BorderRadius.circular(32),
                    // Specular rim light
                    border: Border.all(color: Colors.white.withOpacity(0.4), width: 1),
                  ),
                  child: Column(
                    mainAxisSize: MainAxisSize.min,
                    children: [
                      const Text('Environmental UI', style: TextStyle(color: Colors.white, fontSize: 28, fontWeight: FontWeight.bold)),
                      const SizedBox(height: 32),
                      
                      // Spatial Button
                      ClipRRect(
                        borderRadius: BorderRadius.circular(50),
                        child: BackdropFilter(
                          filter: ImageFilter.blur(sigmaX: 10.0, sigmaY: 10.0),
                          child: Container(
                            padding: const EdgeInsets.symmetric(horizontal: 32, vertical: 16),
                            decoration: BoxDecoration(
                              color: Colors.black.withOpacity(0.1),
                              border: Border.all(color: Colors.white.withOpacity(0.2)),
                              borderRadius: BorderRadius.circular(50),
                            ),
                            child: const Text('Interact', style: TextStyle(color: Colors.white)),
                          ),
                        ),
                      )
                    ],
                  ),
                ),
              ),
            ),
          ),
        ],
      ),
    );
  }
}
  • BackdropFilter is required to blur the background.
  • Notice the button inside the panel also has a BackdropFilter. This creates nested glass, which is a hallmark of Spatial Design.

React Native

// REQUIRES: @react-native-community/blur
import { BlurView } from '@react-native-community/blur';

const SpatialDesignScreen = () => {
  return (
    <ImageBackground source={{uri: 'room_bg'}} style={{ flex: 1, justifyContent: 'center', alignItems: 'center' }}>
      
      <View style={{ width: '85%', shadowColor: '#000', shadowOffset: { width: 0, height: 20 }, shadowOpacity: 0.1, shadowRadius: 40, elevation: 10 }}>
        <BlurView
          style={{ borderRadius: 32, borderWidth: 1, borderColor: 'rgba(255,255,255,0.4)', padding: 40, alignItems: 'center' }}
          blurType="light"
          blurAmount={20}
        >
          <Text style={{ color: '#FFF', fontSize: 28, fontWeight: 'bold', marginBottom: 32 }}>
            Environmental UI
          </Text>

          <View style={{ borderRadius: 50, overflow: 'hidden' }}>
            <BlurView blurType="dark" blurAmount={10} style={{ paddingVertical: 16, paddingHorizontal: 32, borderWidth: 1, borderColor: 'rgba(255,255,255,0.2)' }}>
              <Text style={{ color: '#FFF', fontSize: 16 }}>Interact</Text>
            </BlurView>
          </View>
        </BlurView>
      </View>

    </ImageBackground>
  );
};
  • BlurView from @react-native-community/blur is the only way to achieve this.
  • Use blurType="light" for the main panel and blurType="dark" for the buttons to create contrast between the glass layers.

Jetpack Compose

@Composable
fun SpatialDesignScreen() {
    Box(modifier = Modifier.fillMaxSize()) {
        Image(painterResource(R.drawable.room_environment), null, contentScale = ContentScale.Crop, modifier = Modifier.fillMaxSize())
        
        Box(
            modifier = Modifier
                .align(Alignment.Center)
                .width(350.dp)
                // Shadow goes on the outside
                .shadow(20.dp, RoundedCornerShape(32.dp), spotColor = Color.Black.copy(alpha = 0.1f))
                // Android 12+ Blur
                .graphicsLayer {
                    renderEffect = RenderEffect.createBlurEffect(30f, 30f, Shader.TileMode.DECAL).asComposeRenderEffect()
                    clip = true
                    shape = RoundedCornerShape(32.dp)
                }
                .background(Color.White.copy(alpha = 0.1f))
                .border(1.dp, Brush.linearGradient(listOf(Color.White.copy(alpha = 0.6f), Color.Transparent)), RoundedCornerShape(32.dp))
                .padding(40.dp),
            contentAlignment = Alignment.Center
        ) {
            Column(horizontalAlignment = Alignment.CenterHorizontally) {
                Text("Environmental UI", color = Color.White, fontSize = 28.sp, fontWeight = FontWeight.Bold)
                Spacer(Modifier.height(32.dp))
                
                // Button
                Box(
                    modifier = Modifier
                        .background(Color.Black.copy(alpha = 0.1f), CircleShape)
                        .border(1.dp, Color.White.copy(alpha = 0.2f), CircleShape)
                        .padding(horizontal = 32.dp, vertical = 16.dp)
                ) {
                    Text("Interact", color = Color.White)
                }
            }
        }
    }
}
  • The Brush.linearGradient applied to the Modifier.border perfectly simulates the top-down rim light hitting a thick pane of glass.

Do's and Don'ts

  • DO: Crank up the saturate() filter on the backdrop blur to make the background colors pop through the glass.
  • DON'T: Use dark, opaque drop shadows. The UI should look like glass, which doesn't cast harsh shadows.

Limitations

  • This is a styling reference and does not replace environment-specific validation, accessibility testing, or expert review.
  • Ensure appropriate contrast ratios and responsive behaviors are verified separately.

Keep looking

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