Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/sudewajay/apple-design-skill --skill apple-designAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
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:
- Content layer — the app's actual content. Extends edge-to-edge, scrolls under everything, uses opaque backgrounds and standard materials.
- 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
| Deliverable | Read |
|---|---|
| App UI — any screen, component, or flow | references/hig-foundations.md + references/hig-components.md |
| UX flows, copy, empty/error/loading states, onboarding, settings, search | references/hig-patterns.md |
| Marketing/landing/product page | references/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: ~
-0.003emat 17px →-0.015emat 48px →-0.022emat 80px+.
Quality bar — self-check before delivering
- Could one more element be removed? (Usually yes — do it.)
- Do bars/controls float over content with a scroll edge effect, or are they opaque strips? (Strips = pre-2025.)
- Is anything tinted that isn't interactive? Is more than one control's background tinted?
- Are hit targets ≥ 44×44pt (28×28 macOS) with breathing room?
- Do buttons read as Apple capsules/rounded-rects — not 1px-outlined rectangles (Material) and no ripple effects (Android)?
- Dark surfaces:
#000base with elevated#1c1c1e-family steps, text#f5f5f7-family — never pure white text? - Does every gesture have an on-screen alternative, and every destructive action a Cancel?
- 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.

