apple-design

Build Fluid Interfaces

Apple's approach to fluid, physical interfaces, translated for the web. Your agent builds gesture-driven UI with real springs, velocity handoff, and motion you can grab and reverse mid-flight.

Install the skill or give me an instruction how to install it - apple-design from https://github.com/emilkowalski/skills

Free Open source Works in Claude, Cursor, Codex & more

Mode Design

What it does

Teach your coding agent to build interfaces the way Apple does. Once installed, the skill loads on its own whenever the agent writes or reviews gesture-driven UI: spring animations, drag and swipe interactions, sheets and drawers, translucent materials, UI typography, and reduced-motion fallbacks. There is nothing to run or configure.

The knowledge is distilled from Apple's WWDC design talks, chiefly Designing Fluid Interfaces from 2018, and translated to the web platform: CSS, Pointer Events, requestAnimationFrame, and spring libraries like Motion. It carries the exact values Apple ships. A drawer spring is damping 0.8, response 0.3. Flicks land where momentum projects them, using the projection function from Apple's own sample code. Interrupted animations restart from the live on-screen value, so a closing sheet follows your finger the instant you grab it back.

The result is an agent that stops guessing at easings and spring parameters and starts making the calls a design engineer would.

When to use it

  • Your UI works but still feels like a computer

    Your agent swaps eased keyframes for springs tuned with the values Apple ships, damping 1.0 and a 0.3 to 0.4 second response for most UI, so motion settles like a real object instead of playing a canned clip.

  • You're building a swipe gesture or bottom sheet

    The skill hands your agent the whole mechanic: 1:1 tracking from the grab point, velocity handoff at release, momentum projection to pick the snap target, and rubber-banding at the edges.

  • Animations jump when the user grabs them mid-flight

    Your agent animates from the live on-screen value and carries the gesture's velocity through, so a half-closed sheet the user catches again follows the finger instead of snapping to its end state.

  • Frosted glass panels look muddy or unreadable

    You get Apple's material system as backdrop-filter recipes, from blur and shadow weight that scales with surface size to vibrancy rules that keep text legible, with a solid fallback when the user prefers reduced transparency.

FAQ

Is apple-design official Apple documentation?

No. apple-design is an independent skill that distills Apple's public WWDC design talks, chiefly Designing Fluid Interfaces from 2018, and translates them to web tech: CSS, Pointer Events, requestAnimationFrame, and spring libraries like Motion. It is not affiliated with or endorsed by Apple.

When do I want apple-design instead of emil-design-eng?

Reach for apple-design when you are building gesture-driven UI: drag and swipe interactions, sheets, spring physics, velocity handoff, rubber-banding, translucent materials. emil-design-eng covers Emil's everyday animation and design guidance; apple-design goes deeper on Apple's fluid-interface system, with shipped damping and response values.

Is it free to use?

Yes. apple-design ships in emilkowalski/skills, an open-source collection under the MIT license, with no paid tier and no signup. The animations.dev course Emil links to is optional.

Which coding agents does apple-design work with?

apple-design works with Claude Code, Cursor, and any agent that supports the skills format. One command installs the whole collection: npx skills@latest add emilkowalski/skills. Once installed, the agent consults it automatically whenever you build or review springs, gestures, materials, or UI typography.

Pairs well with