skeuomorphism – Design & UI skill for AI agents
Web and App implementation guide for Skeuomorphism. Trigger when user wants UI to mimic real-world objects, realistic textures, or physical metaphors.
Install the skeuomorphism 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/skeuomorphism-5b387.tgz | tar xz -C ~/.claude/skills
Call it in Claude Code: /skeuomorphism – then describe the task you want done.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/skeuomorphism-5b387.tgz | tar xz -C ~/.codex/skills
Call it in Codex: $skeuomorphism – then describe the task you want done.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/skeuomorphism-5b387.tgz | tar xz -C ~/.hermes/skills
Call it in Hermes Agent: /skeuomorphism – then describe the task you want done.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/skeuomorphism-5b387.tgz | tar xz -C ~/.deepcode/skills
Call it in DeepSeek: /skeuomorphism – then describe the task you want done.
SKILL.md content
Skeuomorphism
> "Digital interfaces that look and behave like their physical counterparts."
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. Realistic Textures: Leather, brushed metal, wood grain, paper. The UI should feel like a physical object you can touch.
2. Physical Lighting & Depth: Intense attention to specular highlights, drop shadows, inner shadows, bevels, and ambient occlusion.
3. Real-world Metaphors: Switches that look like hardware toggles, dials with physical notches, notepads with binding rings.
Visual DNA
- Colors: Highly dependent on the material being simulated. For rich, classic skeuomorphism, use the Industrial Chic (for metal/hardware) or Monochromatic Brown (for wood/leather) palettes.
- Typography: Fonts that match the physical object (e.g., typewriter fonts for paper, LCD fonts for digital screens, embossed sans-serifs for hardware buttons).
- Details: Screws, stitching, glare, and gradients are your primary tools.
Web Implementation
- Heavy use of layered background images (textures), complex gradients, and multiple box-shadows.
- CSS Example:
.skeuo-button {
/* Brushed metal effect */
background: linear-gradient(180deg, #e0e0e0 0%, #a0a0a0 100%),
url('brushed-metal-texture.png');
background-blend-mode: overlay;
border: 1px solid #7a7a7a;
border-radius: 50%;
width: 80px;
height: 80px;
/* Bevel, inner highlight, and drop shadow */
box-shadow:
inset 0 2px 4px rgba(255,255,255,0.8), /* Top highlight */
inset 0 -2px 4px rgba(0,0,0,0.4), /* Bottom shading */
0 4px 6px rgba(0,0,0,0.5), /* Drop shadow */
0 1px 1px rgba(0,0,0,0.2);
}
.skeuo-button:active {
/* Pressing the physical button */
box-shadow:
inset 0 4px 8px rgba(0,0,0,0.6),
inset 0 -1px 2px rgba(255,255,255,0.4),
0 1px 1px rgba(0,0,0,0.2);
transform: translateY(2px);
}App Implementation
SwiftUI
struct SkeuoButton: View {
@State private var isPressed = false
var body: some View {
Button(action: {}) {
Text("POWER")
.font(.system(size: 14, weight: .bold))
.foregroundColor(.black)
.textCase(.uppercase)
}
.frame(width: 80, height: 80)
.background(
ZStack {
// Brushed metal base
Circle()
.fill(
LinearGradient(
colors: [Color(white: 0.88), Color(white: 0.63)],
startPoint: .top,
endPoint: .bottom
)
)
// Inner highlight (top bevel)
Circle()
.stroke(
LinearGradient(
colors: [.white.opacity(0.8), .clear],
startPoint: .top,
endPoint: .center
),
lineWidth: 2
)
.padding(1)
}
)
.clipShape(Circle())
// Outer bezel ring
.overlay(Circle().stroke(Color(white: 0.5), lineWidth: 1))
// Physical drop shadow
.shadow(color: .black.opacity(isPressed ? 0.2 : 0.5), radius: isPressed ? 2 : 6,
x: 0, y: isPressed ? 1 : 4)
.scaleEffect(isPressed ? 0.96 : 1.0)
.animation(.easeOut(duration: 0.1), value: isPressed)
.simultaneousGesture(
DragGesture(minimumDistance: 0)
.onChanged { _ in isPressed = true }
.onEnded { _ in isPressed = false }
)
}
}- Stack multiple shapes (
Circle,RoundedRectangle) with different gradients to build up realistic depth. - Use
.overlay()with stroked shapes for highlight bezels along the edges. - The pressed state should reduce shadow AND scale — simulating a physical push.
Flutter
class SkeuoButton extends StatefulWidget {
@override
State<SkeuoButton> createState() => _SkeuoButtonState();
}
class _SkeuoButtonState extends State<SkeuoButton> {
bool _isPressed = false;
@override
Widget build(BuildContext context) {
return GestureDetector(
onTapDown: (_) => setState(() => _isPressed = true),
onTapUp: (_) => setState(() => _isPressed = false),
onTapCancel: () => setState(() => _isPressed = false),
child: AnimatedContainer(
duration: const Duration(milliseconds: 100),
width: 80,
height: 80,
decoration: BoxDecoration(
shape: BoxShape.circle,
// Brushed metal gradient
gradient: LinearGradient(
colors: [Colors.grey[300]!, Colors.grey[600]!],
begin: Alignment.topCenter,
end: Alignment.bottomCenter,
),
border: Border.all(color: Colors.grey[500]!, width: 1),
boxShadow: [
// Outer drop shadow
BoxShadow(
color: Colors.black.withOpacity(_isPressed ? 0.2 : 0.5),
blurRadius: _isPressed ? 4 : 12,
offset: Offset(0, _isPressed ? 2 : 6),
),
// Outer highlight approximation; negative spread does not make an inset shadow.
BoxShadow(
color: Colors.white.withOpacity(0.6),
blurRadius: 1,
offset: const Offset(0, -1),
spreadRadius: -1,
),
],
),
transform: Matrix4.identity()..scale(_isPressed ? 0.96 : 1.0),
alignment: Alignment.center,
child: const Text('POWER',
style: TextStyle(color: Colors.black, fontWeight: FontWeight.bold,
fontSize: 14, shadows: [
Shadow(color: Colors.black54, offset: Offset(0, 1), blurRadius: 2),
])),
),
);
}
}- Use
AnimatedContainerfor smooth press transitions. AdjustboxShadow,transform, and gradient on tap. - Layer
BoxShadowentries: one for the outer drop shadow, one for an outer top-edge highlight; use a separate clipped gradient or supported inset API for actual inner shading. - For complex textures (leather, wood), use
DecorationImagewith an asset file insideBoxDecoration.
React Native
const SkeuoButton = () => {
const [pressed, setPressed] = useState(false);
return (
<Pressable
onPressIn={() => setPressed(true)}
onPressOut={() => setPressed(false)}
style={{
width: 80,
height: 80,
borderRadius: 40,
alignItems: 'center',
justifyContent: 'center',
// Metal gradient must be done via an image or LinearGradient component
backgroundColor: '#A0A0A0',
borderWidth: 1,
borderColor: '#7A7A7A',
// Shadow changes on press
shadowColor: '#000',
shadowOffset: { width: 0, height: pressed ? 1 : 4 },
shadowOpacity: pressed ? 0.2 : 0.5,
shadowRadius: pressed ? 2 : 6,
elevation: pressed ? 2 : 8,
transform: [{ scale: pressed ? 0.96 : 1 }],
}}
>
<Text style={{
color: '#111',
fontWeight: '700',
fontSize: 14,
textShadowColor: 'rgba(0,0,0,0.5)',
textShadowOffset: { width: 0, height: 1 },
textShadowRadius: 2,
}}>
POWER
</Text>
</Pressable>
);
};- For realistic textures, use
ImageBackgroundwith exported texture assets (leather.png, brushed-metal.png). - Use
PressablewithonPressIn/onPressOutto animate shadow depth, scale, and opacity changes. - Complex gradient bevels require
react-native-linear-gradientorexpo-linear-gradient.
Jetpack Compose
@Composable
fun SkeuoButton() {
var isPressed by remember { mutableStateOf(false) }
val scale by animateFloatAsState(if (isPressed) 0.96f else 1f)
val elevation by animateDpAsState(if (isPressed) 2.dp else 8.dp)
Box(
modifier = Modifier
.size(80.dp)
.graphicsLayer { scaleX = scale; scaleY = scale }
.shadow(elevation, CircleShape)
.clip(CircleShape)
.background(
Brush.verticalGradient(
colors = listOf(Color(0xFFE0E0E0), Color(0xFFA0A0A0))
)
)
.border(1.dp, Color(0xFF7A7A7A), CircleShape)
.pointerInput(Unit) {
detectTapGestures(
onPress = {
isPressed = true
tryAwaitRelease()
isPressed = false
}
)
},
contentAlignment = Alignment.Center,
) {
Text("POWER",
color = Color.Black,
… (full content is in the download package)
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