Apple DesignSAFE
Skills for Designers and Engineers.
Overview
Skills for Designers and Engineers.
6ac375ac24f6OBSERVED · 2026-10-26What it tells the agent
The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.
---
name: apple-design
description: 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.
---
# Apple Design
## Initial Response
When this skill is first invoked without a specific question, respond only with:
> I'm ready to help you build fluid, Apple-style interfaces on the web, my knowledge comes from Apple's WWDC design talks, translated for the web.
Do not provide any other information until the user asks a question.
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 it's pressed. Waiting for `click`/touch-up to show feedback feels dead.
- **Be vigilant about every latency.** Audit debounces, artificial timers, transition waits, and the ~300ms tap delay. Anything on the input path that isn't essential is a regression.
- **Feedback must be continuous *during* the interaction, not just at the end.** For a drag, slider, or drawer, update the UI 1:1 with the pointer the whole way through — never animate only when the gesture completes.
```css
/* Feedback lives on the press, and it's instant */
.button:active {
transform: scale(0.97);
transition: transform 100ms ease-out;
}
```
## 2. Direct manipulation — 1:1 tracking
> "Touch and content should move together."
When the user drags something, it must stay glued to the finger — and respect the offset from *where they grabbed it*. Snapping to the element's center on grab breaks the illusion immediately.
- Use Pointer Events with `setPointerCapture` so tracking continues even when the pointer leaves the element's bounds.
- Track a short **velocity/position history** (last few `pointermove` events), not just the current point — you'll need velocity at release.
```js
el.addEventListener('pointerdown', (e) => {
el.setPointerCapture(e.pointerId);
const grabOffset = e.clientY - el.getBoundingClientRect().top; // respect where they grabbed
// ...track position + timestamp history for velocity
});
```
## 3. Interruptibility — the single most important principle
> "The thought and the gesture happen in parallel."
Every animation must be interruptible and redirectable at any moment. A user must be able to grab a moving element mid-flight and reverse it without waiting for the animation to finish. A closing modal the user grabs again should follow the finger — not finish closing first, then reopen.
- **Never lock out input during a transition.**
- **Always animate from the *presentation* (current) value, never the target value.** On interrupt, read the element's live on-screen transform and start the new animation from there. Starting from the logical/target value causes a visible jump.
- **Avoid CSS transitions and `@keyframes` for anything gesture-driven** — they can't be smoothly grabbed and reversed mid-flight. Springs animate from the current value by default, which is exactly what interruption needs.
- **When a gesture reverses, blend velocity — don't hard-cut it.** Replacing one animation with another at a reversal creates a velocity discontinuity, a "brick wall." Spring libraries that carry velocity through a re-target avoid it. (This is what iOS's *additive animations* do natively; on the web, choose a spring library that re-targets from the current velocity.)
- **Decompose 2D motion into independent X and Y springs.** A single spring on a 2D distance desyncs when X and Y have different velocities.
## 4. Behavior over animation — use springs
> "Think of animation as a conversation between you and the object, not something prescribed by the interface."
A pre-scripted, fixed-duration animation can't respond to new input. A spring can — new input just changes the target, and the motion stays continuous. Reach for springs for anything a user can touch.
Apple deliberately replaced the physics triplet (mass/stiffness/damping) with two designer-friendly parameters. Think in these:
- **Damping ratio** — controls overshoot. `1.0` = critically damped, no bounce, smooth settle. `< 1.0` = overshoots and oscillates. Lower = bouncier.
- **Response** — how quickly the value reaches the target, in seconds. Lower = snappier. **This is not "duration"** — a spring has no fixed duration; its settle time emerges from the parameters.
**Defaults:**
- Start most UI Trust audit
SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.
| Layer | What it checks | Result |
|---|---|---|
| L0 | Provenance & inventory | PASS |
| L1 | Static analysis of the code | NA |
| L2 | Instruction surface (what it tells the agent) | PASS |
| L3 | Class-specific surface | PASS |
| L4 | Behavioural (sandbox) | SKIPPED |
What the source does
- Filesystem
- none-observed
- Network
- none-observed
- Shell
- none-observed
- Dependencies
- pinned
- Secrets in source
- none-found
Findings (0)
No findings outside the package's declared scope.
Gates applied: no_behavioural_pass.
6ac375ac24f6full audit observations/trust-audit/skill/emilkowalski__apple-design.json · Report an issue / request a re-scanAudit history
Every audit this skill has had.
| Date | Source | Verdict | Grade | Score | Change |
|---|---|---|---|---|---|
| 2026-10-26 | 6ac375ac24f6 | SAFE | B | 89 | first audit |
Questions
What does the apple-design — emilkowalski/skills skill do?
Skills for Designers and Engineers.
Is apple-design — emilkowalski/skills safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can apple-design — emilkowalski/skills access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (6ac375ac24f6), read on 2026-10-26. The repository is watched, and a new audit runs when it changes — this is the first audit.
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