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apple-designlisted

Apple's approach to interface design and fluid, physical motion, translated for the web. Use when building or reviewing gesture-driven UI, spring animations, drag/swipe/sheet interactions, momentum and interruptible transitions, translucent materials and depth, typography (optical sizing, tracking, leading), reduced-motion, or the design foundations (feedback, spatial consistency, restraint) behind Apple-style interfaces.
reagin/agent-skills · ★ 0 · Web & Frontend · score 62
Install: claude install-skill reagin/agent-skills
# Apple Design 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 i