apple-design – Design & UI skill for AI agents
Apply Apple-inspired interface and motion principles to gestures, typography, depth, feedback, and accessibility on the web.
Install the apple-design skill with one command
Pick the tool you use, copy the command and paste it in your terminal. The skill lands in that tool's skills folder and is ready in your next session.
Claude Code
mkdir -p ~/.claude/skills && curl -fsSL https://skill.dn1nguoi.com/z/apple-design-20497.tgz | tar xz -C ~/.claude/skills
Call it in Claude Code: /apple-design – then describe the task you want done.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/apple-design-20497.tgz | tar xz -C ~/.codex/skills
Call it in Codex: $apple-design – then describe the task you want done.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/apple-design-20497.tgz | tar xz -C ~/.hermes/skills
Call it in Hermes Agent: /apple-design – then describe the task you want done.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/apple-design-20497.tgz | tar xz -C ~/.deepcode/skills
Call it in DeepSeek: /apple-design – then describe the task you want done.
SKILL.md content
Apple Design
AAS adaptation of [emilkowalski/skills](https://github.com/emilkowalski/skills/tree/a81dbca07f2217b7103e510c0f13f8d5b017afc9/skills/apple-design) at a81dbca07f2217b7103e510c0f13f8d5b017afc9. Copyright Emil Kowalski; MIT license retained in LICENSE.
Initial Response
When this skill is first invoked without a specific question, respond only with:
> I'm ready to help you build fluid, Apple-style interfaces on the web, my knowledge comes from Apple's WWDC design talks, translated for the web.
Do not provide any other information until the user asks a question.
How Apple builds interfaces that stop feeling like a computer and start feeling like an extension of you. This knowledge comes from Apple's WWDC design talks — chiefly *Designing Fluid Interfaces* (WWDC 2018) — distilled and translated into the web platform (CSS, Pointer Events, requestAnimationFrame, spring libraries like Motion/Framer Motion).
The through-line: an interface feels alive when motion starts from the current on-screen value, inherits the user's velocity, projects momentum forward, and can be grabbed and reversed at any instant. Springs are the tool that makes all of this natural, because they are inherently interruptible and velocity-aware.
The Core Idea
> "When we align the interface to the way we think and move, something magical happens — it stops feeling like a computer and starts feeling like a seamless extension of us."
An interface is fluid when it behaves like the physical world: things respond instantly, move continuously, carry momentum, resist at boundaries, and can be redirected mid-motion. Everything below is a way to get closer to that.
Apple frames design as serving four human needs: safety/predictability, understanding, achievement, and joy. Every rule here serves one of them.
1. Response — kill latency
The moment lag appears, the feeling of directness "falls off a cliff." Response is the foundation everything else is built on.
- Respond on pointer-down, not on release. Highlight a button the instant it's pressed. Waiting for
click/touch-up to show feedback feels dead. - Be vigilant about every latency. Audit debounces, artificial timers, transition waits, and the ~300ms tap delay. Anything on the input path that isn't essential is a regression.
- **Feedback must be continuous *during* the interaction, not just at the end.** For a drag, slider, or drawer, update the UI 1:1 with the pointer the whole way through — never animate only when the gesture completes.
/* Feedback lives on the press, and it's instant */
.button:active {
transform: scale(0.97);
transition: transform 100ms ease-out;
}2. Direct manipulation — 1:1 tracking
> "Touch and content should move together."
When the user drags something, it must stay glued to the finger — and respect the offset from *where they grabbed it*. Snapping to the element's center on grab breaks the illusion immediately.
- Use Pointer Events with
setPointerCaptureso tracking continues even when the pointer leaves the element's bounds. - Track a short velocity/position history (last few
pointermoveevents), not just the current point — you'll need velocity at release.
el.addEventListener('pointerdown', (e) => {
el.setPointerCapture(e.pointerId);
const grabOffset = e.clientY - el.getBoundingClientRect().top; // respect where they grabbed
// ...track position + timestamp history for velocity
});3. Interruptibility — the single most important principle
> "The thought and the gesture happen in parallel."
Every animation must be interruptible and redirectable at any moment. A user must be able to grab a moving element mid-flight and reverse it without waiting for the animation to finish. A closing modal the user grabs again should follow the finger — not finish closing first, then reopen.
- Never lock out input during a transition.
- **Always animate from the *presentation* (current) value, never the target value.** On interrupt, read the element's live on-screen transform and start the new animation from there. Starting from the logical/target value causes a visible jump.
- Avoid CSS transitions and
@keyframesfor anything gesture-driven — they can't be smoothly grabbed and reversed mid-flight. Springs animate from the current value by default, which is exactly what interruption needs. - When a gesture reverses, blend velocity — don't hard-cut it. Replacing one animation with another at a reversal creates a velocity discontinuity, a "brick wall." Spring libraries that carry velocity through a re-target avoid it. (This is what iOS's *additive animations* do natively; on the web, choose a spring library that re-targets from the current velocity.)
- Decompose 2D motion into independent X and Y springs. A single spring on a 2D distance desyncs when X and Y have different velocities.
4. Behavior over animation — use springs
> "Think of animation as a conversation between you and the object, not something prescribed by the interface."
A pre-scripted, fixed-duration animation can't respond to new input. A spring can — new input just changes the target, and the motion stays continuous. Reach for springs for anything a user can touch.
Apple deliberately replaced the physics triplet (mass/stiffness/damping) with two designer-friendly parameters. Think in these:
- Damping ratio — controls overshoot.
1.0= critically damped, no bounce, smooth settle.< 1.0= overshoots and oscillates. Lower = bouncier. - Response — how quickly the value reaches the target, in seconds. Lower = snappier. This is not "duration" — a spring has no fixed duration; its settle time emerges from the parameters.
Defaults:
- Start most UI at damping
1.0(critically damped) — graceful and non-distracting. - Add bounce (damping ~
0.8) only when the gesture itself carried momentum (a flick, a throw, a drag release). Overshoot on a menu that just faded in feels wrong; overshoot on a card you flicked feels right.
Concrete values Apple ships:
| Interaction | Damping | Response |
| --- | --- | --- |
| Move / reposition (e.g. PiP) | 1.0 | 0.4 |
| Rotation | 0.8 | 0.4 |
| Drawer / sheet | 0.8 | 0.3 |
Web mapping (Motion / Framer Motion): the bounce + duration spring API maps closely to Apple's damping + response. A safe house style is damping: 1.0 springs everywhere by default; reserve bounce for momentum-driven, physical interactions.
import { animate } from 'motion';
// Critically damped default (no overshoot)
animate(el, { y: 0 }, { type: 'spring', bounce: 0, duration: 0.4 });
// Momentum interaction — a little bounce, only because a flick preceded it
animate(el, { y: target }, { type: 'spring', bounce: 0.2, duration: 0.4 });5. Velocity handoff — the seam between drag and animation
When a gesture ends, the animation must continue at the finger's exact velocity, so there's no visible seam between dragging and animating. This is the detail that most separates "fluid" from "fine."
Pass the pointer's release velocity as the spring's initial velocity. Some spring APIs want relative velocity — normalize it by the remaining distance to the target:
relativeVelocity = gestureVelocity / (targetValue − currentValue)Example: element at y=50, target y=150 (100px to go), finger moving 50px/s → initial spring velocity = 50 / 100 = 0.5. Framer Motion / Motion take absolute px/s velocity directly (velocity option), so you usually hand it the raw value.
6. Momentum projection — animate to where the gesture is *going*
> "Take a small input and make a big output."
Don't snap to the nearest boundary from the *release point*. Use velocity to project the resting position — exactly like scroll deceleration — then snap to the target nearest that projected point. This is what makes a flick feel like it throws the element.
Apple's exact projection function (from the *Designing Fluid Interfaces* sample code):
// decelerationRate ≈ 0.998 for normal scroll feel; 0.99 for snappier
function project(initialVelocity /* px/s */, decelerationRate = 0.998) {
return (initialVelocity / 1000) * decelerationRate / (1 - decelerationRate);
}
const projectedEndpoint = currentPosition + project(releaseVelocity);
const target = nearestSnapPoint(projectedEndpoint); // choose target from the projection
animateSpringTo(target, { velocity: releaseVelocity }); // then hand off velocity (§5)Note: the physics-textbook v²/(2·decel) is *not* what Apple ships — use the exponential-decay form above. This is the standard behavior in good bottom-sheets and carousels (Vaul, Embla).
7. Spatial consistency — symmetric paths, anchored origins
> "If something disappears one way, we expect it to emerge from where it came."
- Enter and exit along the same path. A panel that slides in from the right must dismiss to the right. In-fro
… (full content is in the download package)
Related skills
- application-performance-performance-optimization – Optimize end-to-end application performance with profiling, observability, and…
- hunt-file-upload – Hunt file upload bugs — RCE via webshell, XSS via SVG/HTML, SSRF via XXE in DOCX, path…
- hunt-http-smuggling – Hunt HTTP request smuggling (CL.TE, TE.CL, H2.CL, H2.TE). Cause: front-end proxy and…
- duckduckgo-search – Free keyless web, news, and image search via ddgs.
- aurora-ui – Web and App implementation guide for Aurora UI. Trigger when user wants gradient glows…
- avalonia-layout-zafiro – Guidelines for modern Avalonia UI layout using Zafiro.Avalonia, emphasizing shared…
- avalonia-zafiro-development – Mandatory skills, conventions, and behavioral rules for Avalonia UI development using…
- offers – When the user wants to design, construct, or improve an offer — the thing they actually…