From mobile-design-skills
Use when the user asks to build iOS screens, SwiftUI views, UIKit layouts, mobile components, or any iOS app UI. Also use when styling, redesigning, or beautifying any iOS interface. Covers iOS 26 Liquid Glass design language, hierarchy, motion, and platform-native patterns.
npx claudepluginhub ivan-magda/mobile-design-skills --plugin mobile-design-skillsThis skill uses the workspace's default tool permissions.
This skill targets **iOS 26+** and its Liquid Glass design language. For apps targeting older iOS versions, fall back to standard Apple Human Interface Guidelines — those patterns are well-covered by general AI knowledge.
Guides Next.js Cache Components and Partial Prerendering (PPR) with cacheComponents enabled. Implements 'use cache', cacheLife(), cacheTag(), revalidateTag(), static/dynamic optimization, and cache debugging.
Guides building MCP servers enabling LLMs to interact with external services via tools. Covers best practices, TypeScript/Node (MCP SDK), Python (FastMCP).
Generates original PNG/PDF visual art via design philosophy manifestos for posters, graphics, and static designs on user request.
Share bugs, ideas, or general feedback.
This skill targets iOS 26+ and its Liquid Glass design language. For apps targeting older iOS versions, fall back to standard Apple Human Interface Guidelines — those patterns are well-covered by general AI knowledge.
This skill guides creation of iOS interfaces that feel genuinely designed for the platform — avoiding the generic "template app" aesthetic that plagues AI-generated mobile UI. Every design decision should demonstrate understanding of iOS 26's Liquid Glass design language and the principles that separate professional apps from amateur ones.
The user provides iOS UI requirements: a screen, flow, component, or full app interface. They may include context about purpose, audience, or technical constraints.
Before generating any UI, commit to a clear design direction:
CRITICAL: Liquid Glass is not decoration — it's a hierarchy tool. Glass belongs exclusively on the navigation/controls layer (tab bars, toolbars, floating buttons, sheets). Content stays opaque and on the content layer. This single rule prevents the majority of amateur iOS 26 mistakes.
Focus on:
.interactive() modifier only to primary interaction elements — it adds GPU cost.GlassEffectContainer — without it each element renders independently (poor performance) and they can't merge/morph fluidly. This is essential, not optional.ConcentricRectangle). Sheets have increased corner radius with half-sheets inset from edges. Larger row heights, padding, and spacing than pre-iOS 26.Reduce Transparency and provide opaque fallbacks (use .identity glass variant)Reduce Motion — disable morphing, lensing, elastic behaviorsIncrease Contrast — stronger borders and foreground elementsUIVisualEffectView blur materials where Liquid Glass should beProfessional iOS 26 apps share these traits: glass appears only where it communicates "this floats above content as a control." Design tokens are centralized — consistent corner radii, padding, glass levels across every screen. GlassEffectContainer groups related glass elements into cohesive material. Tinting conveys semantic meaning, never decoration. Motion is purposeful — reserved for meaningful interactions, not constant spectacle. The Reduce Transparency path is as considered as the glass path itself.
Before asking "does this look good?", ask "what does this glass surface communicate about hierarchy?"
Remember: the best iOS 26 apps feel like Liquid Glass was always there. The worst ones feel like glass was applied as afterthought decoration. Design the content experience first. Let glass serve it.