skills/design/design-principles/SKILL.md
The evergreen Apple design canon — wayfinding, feedback, mental models, progressive disclosure, fluid gesture physics, discoverability, and the idea→interface process — distilled from Apple's design sessions (2017–2026). Use when designing a new screen or app structure, reviewing UX quality beyond HIG-compliance mechanics, fixing "users can't find X," or deciding information architecture.
npx skillsauth add rshankras/claude-code-apple-skills design-principlesInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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The principles Apple's designers repeat across a decade of sessions — the ones that survive
every visual redesign. ios/ui-review checks HIG mechanics; this skill is the layer above:
does the design work?
Every screen must immediately answer — verbatim across Apple's 2017 and 2025 sessions:
A screen title + toolbar with screen-specific actions answers all three at once. If a tester can't answer them in two seconds, the screen fails regardless of how it looks.
| Principle | The test | |---|---| | Purpose | Every feature asks for the user's time, attention, and trust — does this one earn it? Ask for personal data only at the moment it's needed, never at launch. Remove features whose safety risks outweigh their value. | | Agency | Users can undo anything, confirm destructive actions ("double-check it's what they actually mean"), rearrange/hide controls they don't use. | | Familiarity | Things that look the same behave the same. Actions live in the same location across screens and devices. Metaphors neither too literal nor too abstract (trash can = delete, only delete). | | Craft | "The uncompromising attention to detail that tells people you really care" — hierarchy via order, spacing, and contrast; plain language; platform-appropriate depth (iPhone = quick touch, Mac = deep pointer workflows). | | Delight | "Delight isn't confetti" — it's the byproduct of getting the other four right. |
design/animation-patterns.design/ux-writing).generators/tipkit-generator for the mechanics).design/ux-writing); group what belongs together.When reviewing a design against this skill, report per screen:
Screen | Wayfinding (3 Qs pass?) | Principle violations | Discoverability risks | Fix
ordered by user impact, each fix routed: structure → this skill; copy → design/ux-writing; HIG mechanics → ios/ui-review or macos/ui-review-tahoe; motion → design/animation-patterns; material/layout → design/liquid-glass.
design/ux-writing, design/liquid-glass, design/animation-patterns, ios/ui-review, ios/navigation-patternsdevelopment
US web checkout via the StoreKit External Purchase Link entitlement — currently 0% Apple commission (litigation ongoing), how to ship it safely, and how to architect for a commission flip so a future ruling is a config change, not a rewrite. Use when adding external purchase links, weighing web checkout vs IAP, or planning US-storefront pricing strategy.
tools
Revenue beyond the single-app price tag — own-app bundles, Family Sharing as a conversion lever, cross-developer bundles & suites, and institutional licensing via Group Purchases / Apple School & Business Manager. Use when a developer has multiple apps, a subscription worth sharing, complementary indie partners, or school/clinic/business buyers.
testing
Run a structured accessibility audit on an iOS/macOS app — automated XCUITest audits, Accessibility Inspector, manual VoiceOver/Dynamic Type passes, and App Store Accessibility Nutrition Label evaluation. Use before release, when preparing Nutrition Label declarations, or for EU Accessibility Act compliance.
tools
Stage-by-stage audit of an app's App Store growth machinery against a 54-item P0–P9 playbook — every item scored from an App Store Connect MCP call, a codebase check, or an explicit question to the user, then routed to the skill or command that fixes it. Read-only on App Store Connect. Use for a growth audit or scorecard, a pre-launch growth plan, a quarterly re-audit, or "which growth levers am I missing."