Agent skill

Apple Liquid Glass Design

by naplesblue in naplesblue/apple-design-skill

Sets design rules for web interfaces that should feel like current Apple design: unified surfaces, restrained type and glass only where layers overlap.

MITAuto-check passedFrontend & Design

Install Apple Liquid Glass Design

skills CLI
$ npx skills add naplesblue/apple-design-skill --skill apple-liquid-glass -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install naplesblue/apple-design-skill apple-liquid-glass --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
apple-liquid-glass
GitHub stars
269
Token cost
~2.3k tokens
SKILL.md length
1,141 words
Files
23
Skills in repo
1
Repo updated
First seen
Licence
MIT

At a glance

Sets design rules for web interfaces that should feel like current Apple design: unified surfaces, restrained type and glass only where layers overlap.

  • Works in 5 steps: Unified surface > fragmented cards. Many… → Glass is seasoning, not the dish.… → Restraint is luxury. A thousand "no"s… → …
  • Building a page or component that should look like apple.com
  • SKILL.md covers When to use, The 5 philosophy rules (decide…, Interaction foundations… and Two modes, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

This skill sets a visual rule set for web pages and components that should look like current Apple design: a light grey-white ground, unified white surfaces split by hairline dividers, restrained type with negative tracking, frosted glass only where layers genuinely overlap (sticky navigation, modals, popovers, colored call-to-action blocks), and color held back for accents.

It states five philosophy rules in priority order: unified surfaces over fragmented cards, glass as seasoning, restraint, hierarchy from weight, size and grayscale instead of color, and quality in details such as tabular numbers and a gentle hover lift. It adds interaction principles on wayfinding, feedback and placing controls next to what they affect. The package ships design-system, components, icons, motion and checklist documents, app.md for iOS-style screens with a device frame and mobile shell, example pages with screenshots (account.html and wallet.html) and a self-check. Motion guidance covers springs, interruptibility and reduced motion, and the kit carries across stacks.

When your agent uses it

  • Building a page or component that should look like apple.com
  • Redesigning an interface that feels fragmented into separate cards
  • Designing iOS-style app screens with a device frame and mobile shell
  • Adding fluid motion with springs and reduced-motion support

Example prompts

  • “Redesign this pricing page in the Apple liquid glass style.”
  • “Make the account settings screen look like apple.com, with one white panel and hairline dividers.”
  • “Check my dashboard against the Apple design checklist and fix what fails.”
  • “做一个苹果风格的钱包页面,使用液态玻璃效果。”

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Unified surface > fragmented cards. Many sibling items go on one white panel with hairline dividers, not a pile of separately-bordered…
  2. Glass is seasoning, not the dish. backdrop-filter frost only where layers actually overlap: sticky nav, modals/popovers, colored CTA…
  3. Restraint is luxury. A thousand "no"s for one "yes". If whitespace and hierarchy can solve it, don't add a border, fill, icon, or number…
  4. Hierarchy from weight + size + grayscale, not color. The body world is black-white-grey. Color is only for accent (one blue), heat (one…
  5. Apple quality lives in details. Negative letter-spacing on big titles, tabular-nums numbers, hairline dividers, gentle hover lift…

What it can do on your machine

Read from SKILL.md and the folder at commit e81692d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Apple Liquid Glass Design loads about 2.3k tokens when it runs. Until then it costs about 184 tokens; SKILL.md has 1,141 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~184
When it runs · the whole SKILL.md, loaded when a task matches
~2.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from naplesblue/apple-design-skill at commit e81692d, republished under its MIT licence (© naplesblue). 1,141 words, ~2,341 tokens.

Download SKILL.mdSave it as .claude/skills/apple-liquid-glass/SKILL.md (or your agent's skills folder). This skill also uses 22 other files; get the full folder from GitHub.
name
apple-liquid-glass
description
Build Apple-grade web UI — the "macOS Liquid Glass" aesthetic. Use when designing or building any page, component, or interface that should feel like the latest Apple (apple.com / Apple Newsroom / macOS): light grey-white ground, unified white surfaces with hairline dividers, restrained typography with negative tracking, frosted glass used only where layers overlap, and color reserved for accent. Covers fluid motion for interactive layers (springs, interruptibility, reduced-motion). Portable across projects (any stack) — ships tokens, copy-paste components, line icons, a reference page, and a self-check. Trigger on "Apple style", "liquid glass", "make it look like apple.com", "clean Apple UI", "苹果风", "液态玻璃".

Apple Liquid Glass — Design Skill

You are designing in the latest Apple visual language: calm, premium, restrained. The goal is that a user feels "this looks like Apple" within 1.5 seconds — not through gimmicks, but through the sum of small correct decisions.

One sentence: Apple light grey-white ground + unified white surfaces + hairline dividers; glass only where layers truly overlap. Restraint is the luxury.

When to use

  • Building any web page / component / app screen meant to feel Apple-grade (App / iOS screens: also read app.md for the device frame + mobile shell).
  • Redesigning a UI that feels fragmented, "carded", or generic.
  • The user mentions Apple, apple.com, macOS, liquid glass, 苹果风, 液态玻璃, or "clean / premium / minimal".

The 5 philosophy rules (decide by these, in order)

  1. Unified surface > fragmented cards. Many sibling items go on one white panel with hairline dividers, not a pile of separately-bordered, separately-tinted cards. Fragmentation is enemy #1.
  2. Glass is seasoning, not the dish. backdrop-filter frost only where layers actually overlap: sticky nav, modals/popovers, colored CTA blocks. Plain content areas get solid #fff + soft shadow — never glass. (Web has few overlapping layers; over-glassing reads as dirty.)
  3. Restraint is luxury. A thousand "no"s for one "yes". If whitespace and hierarchy can solve it, don't add a border, fill, icon, or number. Reject data-slop.
  4. Hierarchy from weight + size + grayscale, not color. The body world is black-white-grey. Color is only for accent (one blue), heat (one orange), brand/live. Never color to fill space.
  5. Apple quality lives in details. Negative letter-spacing on big titles, tabular-nums numbers, hairline dividers, gentle hover lift, 180%-saturation glass — the total of these small things is what reads as "Apple".

Interaction foundations (reason with these names, beyond the visual)

  • Wayfinding — every screen answers four questions: Where am I? Where can I go? What's there? How do I get out? Never trap the user.
  • Feedback comes in four kinds: status, completion, warning, error. Validate inline, not on submit; expose ongoing status.
  • Grouping & mapping. Place a control next to what it affects; arrange controls to mirror what they change. If a control needs a label to be understood, the mapping is weak.
  • Agency & forgiveness. Easy undo beats confirmation dialogs; reserve confirmations for genuinely destructive, irreversible actions (overuse trains click-through).
  • Direct, specific labels beat safe generic ones. "Progress" / "Library", not "Home". Specificity creates predictability.

Two modes

  • Build — making new UI. Follow the workflow below.
  • Review — auditing existing CSS / a page / a component for "is this Apple / make it consistent". Use review.md (find the real visual surface → score against the system → prioritized findings → fix toward the tokens). The biggest wins are usually one off-system theme file that everything renders through.

Workflow — Build mode (follow in order)

  1. Read design-system.md — the full spec (color, type, spacing, radius, shadow, glass recipe, components, responsive).
  2. Drop in tokens.css — the :root custom properties. Reference everything via var(--…); never hard-code raw hex/px that a token already names.
  3. Pick a page recipe from patterns.md — container (720 read / 1080 grid), archetype (detail / index / home / form), and run its decision trees (panel vs cards, glass vs solid, color vs grayscale).
  4. Compose from components.md — copy the proven snippets (nav, unified panel list, card/grid, segmented pill, tag, button, colored CTA, live dot). Adapt content, keep structure + tokens.
  5. If it's an App / iOS screen (mobile mockup, app 原型, anything inside a phone) — read app.md for the mobile shell the core files don't ship: device frame (exact iPhone spec — never hand-roll the island/status bar/home indicator), large-title-collapse nav, tab bar, edge-anchored bottom sheet, safe areas, touch targets. The content still comes from components.md; app.md is only the shell around it, and the same rules hold (unified panels, glass-on-overlap, grayscale + one accent, no color-by-status on list values). Needs icons (tab bar, object-type rows, actions)? Read icons.md — the line-icon layer (curated Lucide inline set, one 24-grid stroke, grayscale currentColor, accent only on action/active, and the restraint rules so icons earn their place — no grey squares, no emoji).
  6. If the UI has interactive layers (dialog / sheet / popover / drawer / anything summoned & dismissed) — read motion.md and apply the fluid-motion treatment: pointer-down feedback, spring-like easing tokens, same-path enter/exit, materialize (blur+scale+opacity together), interruptibility, and the three reduced-* media queries. Static content keeps the tiny motion budget.
  7. Check against reference.html — open it; your output must look like it belongs on the same page. If a screenshot diverges, fix toward the reference.
  8. Run the gate — checklist.md (or the condensed self-check below) before claiming done; interactive layers also pass the motion self-check at the end of motion.md; App screens pass the App self-check at the end of app.md.

Portable: these files assume no framework. In React/Vue/etc., translate the CSS to your styling system but keep the exact token values, the panel-not-cards pattern, and the glass-only-on-overlap rule. Match the visual output; don't copy structure that doesn't fit.

Show full SKILL.md (342 more words)Show less

Anti-slop — what makes it NOT Apple (avoid every one)

  • ❌ Fragmented cards: each item with its own border + tint + colored left-bar. → one panel + hairlines.
  • ❌ Glass everywhere: blurring plain content blocks. → glass only on nav/overlay/CTA.
  • ❌ Color as decoration: tinted backgrounds, multi-color, rainbow gradients washing the page. → grayscale body, one accent.
  • ❌ Generic fonts (Inter/Roboto/Arial as the brand face). → system SF / PingFang stack, negative tracking on titles.
  • ❌ Warm cream / beige / kraft "paper" ground — the over-used AI look. → cool #f5f5f7.
  • ❌ Purple-gradient-on-white hero, hard black borders, heavy single drop-shadows, emoji confetti, "in today's fast-paced world" filler.
  • ❌ Even, timid spacing: everything equally padded. → intentional whitespace, sections breathe (clamp(34px,6vw,56px)), panels short or tall as needed.
  • ❌ Numbers/stats added to look "data-rich". → only numbers that carry meaning, in tabular-nums.

Self-check (gate before "done")

  • Ground #f5f5f7 (cool), content on #fff surfaces, container centered (max-width 720 reading / 1080 grid).
  • Sibling items use one panel + hairline (rgba(0,0,0,0.07)), not fragmented cards.
  • Glass appears only on nav / overlay / CTA. Plain blocks are solid white + soft shadow.
  • Big titles have negative letter-spacing; long body line-height ≥ 1.85; numbers tabular-nums.
  • Radius + shadow taken from the named token tiers, not ad-hoc values.
  • Accent color is blue / heat-orange / brand only — everything else grayscale.
  • Layout uses flex/grid + gap (not inline + margin); touch targets ≥ 44px; clamp() for responsive; mobile collapses to one column, secondary info hidden.
  • Removed avoidable noise (extra icons, stats, decoration, emoji).
  • Visually matches reference.html.

Files in this skill

  • design-system.md — full spec + token table + decision guidance.
  • tokens.css — :root custom properties (portable; drop into any project).
  • components.md — copy-paste HTML+CSS for every core component.
  • patterns.md — page-level recipes (containers, archetypes) + decision trees.
  • checklist.md — the standalone "done" gate.
  • motion.md — fluid interaction layer: springs/easing, interruptibility, same-path + anchored origin, materialize, gesture physics, reduced-motion (adapted from emilkowalski/skills apple-design, MIT).
  • app.md — App / iOS shell layer: device frame (exact iPhone spec), status bar, large-title-collapse nav, tab bar, edge-anchored bottom sheet, safe areas, mobile-first rules.
  • icons.md — line-icon layer: Lucide-based inline set (24-grid, one stroke), grayscale currentColor with accent only on action/active, size table, restraint rules.
  • review.md — Review-mode workflow for auditing existing UI.
  • reference.html — rendered "living style guide" (open it; your ground truth).

© naplesblue, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 22 other files in the repository root of naplesblue/apple-design-skill.

  • SKILL.md
  • .gitignore
  • LICENSE
  • README.md
  • README.zh-CN.md
  • app.md
  • checklist.md
  • components.md
  • design-system.md
  • examples/account.html
  • examples/screenshots/01-hero-tiers.png
  • examples/screenshots/02-unified-panel.png
  • examples/screenshots/03-modal-sheet.png
  • examples/screenshots/04-mobile.png
  • examples/screenshots/05-app-wallet.png
  • examples/screenshots/06-app-sheet.png
  • examples/wallet.html
  • icons.md
  • motion.md
  • … and 4 more

Open the folder on GitHubat commit e81692d

Compare with similar skills

Apple Liquid Glass Design next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Questions about Apple Liquid Glass Design

What does Apple Liquid Glass Design do?

Sets design rules for web interfaces that should feel like current Apple design: unified surfaces, restrained type and glass only where layers overlap. This skill sets a visual rule set for web pages and components that should look like current Apple design: a light grey-white ground, unified white surfaces split by hairline dividers, restrained type with negative tracking, frosted glass only where layers genuinely overlap (sticky navigation, modals, popovers, colored call-to-action blocks), and color held back for accents.

When should I use Apple Liquid Glass Design?

Apple Liquid Glass Design fits situations like: building a page or component that should look like apple.com; redesigning an interface that feels fragmented into separate cards; designing iOS-style app screens with a device frame and mobile shell; adding fluid motion with springs and reduced-motion support.

How do I install Apple Liquid Glass Design in Claude Code?

Run `npx skills add naplesblue/apple-design-skill --skill apple-liquid-glass -a claude-code`. Or copy the skill folder (the naplesblue/apple-design-skill repository) into .claude/skills/apple-liquid-glass in your project. Claude Code loads it when a task matches its description.

How do I install Apple Liquid Glass Design in Codex?

Run `npx skills add naplesblue/apple-design-skill --skill apple-liquid-glass -a codex`. Or copy the skill folder (the naplesblue/apple-design-skill repository) into .agents/skills/apple-liquid-glass in your project. Codex loads it when a task matches its description.

Can I use Apple Liquid Glass Design in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add naplesblue/apple-design-skill --skill apple-liquid-glass -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/apple-liquid-glass, .gemini/skills/apple-liquid-glass, .github/skills/apple-liquid-glass and .opencode/skills/apple-liquid-glass in your project.

What does Apple Liquid Glass Design need to run?

SKILL.md names no scripts, command-line tools or credentials: Apple Liquid Glass Design is instructions for the agent only.

Does Apple Liquid Glass Design access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Apple Liquid Glass Design safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Apple Liquid Glass Design use?

Apple Liquid Glass Design is published under the MIT licence (from the LICENSE file in the skill folder). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Apple Liquid Glass Design use?

About 2.3k tokens (SKILL.md is roughly 9.4k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Apple Liquid Glass Design?

Skills that share tags, products or a category with Apple Liquid Glass Design: Make Interfaces Feel Better (samuelclay/NewsBlur, 7.6k stars), UI UX Pro Max (saoudi-h/solar-icons, 190 stars), Baseline UI (ibelick/ui-skills, 9.6k stars) and UI UX Pro Max (Ohh-889/skyroc, 795 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Apple Liquid Glass Design?

naplesblue (a GitHub user) maintains it in naplesblue/apple-design-skill, which has 269 GitHub stars. The repository was last updated on July 20, 2026.

Source: naplesblue/apple-design-skill on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.