agentsclimarketplace

Apple design

Skill SudewaJay/apple-design-skill/apple-design

Claude Agent Skill for Apple's design language — HIG + Liquid Glass, for app UI, landing pages, code, and Figma.

Install
npx -y skills add SudewaJay/apple-design-skill --skill apple-design

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

2 things to look at

  • 24 days oldThe repository was created 24 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
  • 0 stars0 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

What its author says it does

Copied from the file, not written here

Apply Apple's current design language (Human Interface Guidelines + Liquid Glass, mid-2026) to any UI work — app interfaces in the iOS/iPadOS/macOS style, and marketing/landing pages in the Apple.com style (huge headlines, alternating light/dark sections, scroll-driven product reveals). Use this skill whenever the user asks for "Apple style", "Apple-like", "HIG", "iOS style", "macOS style", "Liquid Glass", "iOS 26 style", "Cupertino", a "clean premium minimal" landing page, or a product page that feels like an iPhone/Mac launch page — even if they don't say "Apple" explicitly but describe frosted glass, floating tab bars, pill buttons, giant centered headlines, or scroll-scrubbed product animations. Also use when reviewing/critiquing a design for Apple-platform fit. Works for HTML/CSS/JS prototypes, React + Tailwind, and Figma design guidance.

SKILL.md

6.1 KB, ~1.2k tokens by cl100k_base, as published. Nobody here has run it

Apple Design (HIG + Liquid Glass edition)

This skill makes output actually feel Apple — not "generic minimal with more whitespace". The difference lives in specific numbers (type scales, radii, hit targets, easing) and in a philosophy of restraint. Specs here are synthesized from Apple's Human Interface Guidelines as of mid-2026, which means the current Liquid Glass design language, not the pre-2025 flat look.

The one thing to know first: Liquid Glass

Since 2025, Apple platforms separate every screen into two layers:

  1. Content layer — the app's actual content. Extends edge-to-edge, scrolls under everything, uses opaque backgrounds and standard materials.
  2. Functional layer (Liquid Glass) — controls and navigation (tab bars, toolbars, sidebars, buttons) that float above content on a dynamic glass material. It has no color of its own; it refracts what's beneath, adapts light/dark from the underlying content, and keeps symbols monochrome by default.

Practical rules: bars are floating rounded/capsule islands, not full-width strips glued to edges. Content visibly scrolls beneath them. A scroll edge effect (progressive blur/fade) separates floating controls from content — never a hard hairline by default. Color on glass is reserved: tint the background of at most one prominent action (e.g. Done); everything else stays monochrome. Don't build content-layer cards out of glass — glass is for interactive chrome only.

Route to the right reference

DeliverableRead
App UI — any screen, component, or flowreferences/hig-foundations.md + references/hig-components.md
UX flows, copy, empty/error/loading states, onboarding, settings, searchreferences/hig-patterns.md
Marketing/landing/product pagereferences/marketing-pages.md
HTML/CSS/JS or React+Tailwind build (tokens, glass recipes, motion code)references/code-implementation.md (in addition to the above)
Figma work (frames, variables, text styles, effects)references/figma-workflow.md (in addition to the above)

Mixed requests (landing page showing app screenshots): marketing rules govern the page; HIG rules govern anything depicted as an app.

Core philosophy (applies to everything)

Apple's stated principles — purpose, agency, responsibility, familiarity, flexibility, simplicity, craft, delight — cash out in practice as:

  • One idea per screen/section. Each view makes one point with one hero element. If it feels busy, cut elements; don't shrink them.
  • Content first, chrome recedes. Controls float above and stay minimal; content owns the screen edge-to-edge.
  • Typography carries hierarchy — dramatic size/weight jumps, not boxes and borders. Body 17pt (iOS) / 13pt (macOS); headlines are several steps up, never one.
  • Near-monochrome chrome. Tint marks interactivity — anything tinted looks tappable, so never tint static decoration. One or two tinted elements per view, maximum.
  • Depth through material, not shadow stacks. Glass, background-level steps (system → secondary → tertiary), and hairlines at 8–30% opacity. Shadows only for genuinely floating things, soft and low-opacity.
  • Motion is physics, tied to input. Springs and scroll-linked transforms that settle fast; direction of dismissal mirrors direction of arrival; always honor Reduce Motion.
  • Forgiveness. Easy undo, obvious dismiss, confirmation only for non-undoable destruction.

Font strategy (read before choosing fonts)

Apple's SF Pro / SF Compact / New York fonts are licensed for Apple-platform design and development only:

  • Prototypes viewed on Apple devices: use the system stack — -apple-system, BlinkMacSystemFont, "SF Pro Display", "SF Pro Text", "Helvetica Neue", Arial, sans-serif — which renders true SF on Mac/iPhone.
  • Client production work / non-Apple distribution: recommend Inter (with font-feature-settings: "cv05", "cv11" for SF-like letterforms) and tell the client why. Never embed SF font files in deliverables.
  • In Figma: SF Pro is fine (free for design), Inter as fallback.
  • SF is a variable font with dynamic optical sizing; mimic it by tightening tracking as size grows: ~-0.003em at 17px → -0.015em at 48px → -0.022em at 80px+.

Quality bar — self-check before delivering

  1. Could one more element be removed? (Usually yes — do it.)
  2. Do bars/controls float over content with a scroll edge effect, or are they opaque strips? (Strips = pre-2025.)
  3. Is anything tinted that isn't interactive? Is more than one control's background tinted?
  4. Are hit targets ≥ 44×44pt (28×28 macOS) with breathing room?
  5. Do buttons read as Apple capsules/rounded-rects — not 1px-outlined rectangles (Material) and no ripple effects (Android)?
  6. Dark surfaces: #000 base with elevated #1c1c1e-family steps, text #f5f5f7-family — never pure white text?
  7. Does every gesture have an on-screen alternative, and every destructive action a Cancel?
  8. Would a casual observer accept a screenshot of this as an Apple app / apple.com?

If the user's brand conflicts with strict Apple rules (e.g., a gold hotel accent), keep the structure and restraint and swap only the tint color — and say you're doing this.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.