Agent skill

Material Design 3 UI/UX Guide

by skydashnet in skydashnet/material-design-3-ui-skill

Guides designing, reviewing or implementing interfaces that follow Google's Material Design 3 system: semantic tokens, component states, adaptive layout and accessibility.

MITAuto-check passedFrontend & Design

Install Material Design 3 UI/UX Guide

skills CLI
$ npx skills add skydashnet/material-design-3-ui-skill --skill material-design-3-ui -a claude-code

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

GitHub CLI
$ gh skill install skydashnet/material-design-3-ui-skill material-design-3-ui --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
material-design-3-ui
GitHub stars
135
Token cost
~3k tokens
SKILL.md length
1,307 words
Files
39 (incl. references)
Skills in repo
1
Repo updated
First seen
Licence
MIT

At a glance

Guides designing, reviewing or implementing interfaces that follow Google's Material Design 3 system: semantic tokens, component states, adaptive layout and accessibility.

  • Works in 10 steps: Understand the product → Establish information architecture → Choose adaptive structure → …
  • Designing a new screen or flow that should follow Material Design 3
  • SKILL.md covers Purpose, Source of truth, Core rules and Progressive-disclosure…, plus 6 more sections
  • Runs PowerShell and Shell scripts from its folder; reaches m3.material.io and developer.android.com

What it does

Treats Material 3 as a full system rather than a visual skin, working through user goal, information architecture, hierarchy, adaptive layout, semantic tokens, components, interaction states, motion, accessibility and visual expression in that order. Material 3 Expressive is positioned as optional, for strengthening hierarchy and recognition rather than as license to make every element louder.

Hard rules include choosing components by behavior rather than visual resemblance, defining every relevant interaction state (default, pressed, focus, hover, selected, disabled, loading, error, empty, success), designing for the actual available window instead of a guessed device class, and respecting safe areas, cutouts, keyboards and foldable hinges. Explicitly forbidden shortcuts include adding large radii or pastel colors as a stand-in for following the system, communicating meaning through color alone, and wrapping every section in a card. Current official guidance at m3.material.io and developer.android.com is treated as the source of truth over cached assumptions.

When your agent uses it

  • Designing a new screen or flow that should follow Material Design 3
  • Reviewing an existing UI for Material 3 compliance before developer handoff
  • Choosing the right M3 component for a specific interaction
  • Running an accessibility pass on a Material 3 interface

Example prompts

  • “Review this settings screen for Material Design 3 compliance.”
  • “Design an adaptive layout for this list-detail flow using M3 semantic tokens.”
  • “Check whether this card-heavy screen is overusing cards instead of following M3 states.”

Workflow steps

10 steps, taken from the step headings in SKILL.md.

  1. Understand the product
  2. Establish information architecture
  3. Choose adaptive structure
  4. Build the theme semantically
  5. Select components
  6. Define states and feedback
  7. Apply accessibility
  8. Add motion
  9. Apply M3 Expressive if appropriate
  10. Audit before approval

What it can do on your machine

Read from SKILL.md and the folder at commit 82783f7. 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

    Ships script files (PowerShell and Shell, from the files we listed), which the agent can run.

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

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • m3.material.io
    • developer.android.com

    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

Material Design 3 UI/UX Guide loads about 3k tokens when it runs, and up to ~10k if it reads all its reference files. Until then it costs about 98 tokens; SKILL.md has 1,307 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~98
When it runs · the whole SKILL.md, loaded when a task matches
~3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~10k

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 skydashnet/material-design-3-ui-skill at commit 82783f7, republished under its MIT licence (© skydashnet). 1,307 words, ~3,012 tokens.

Download SKILL.mdSave it as .claude/skills/material-design-3-ui/SKILL.md (or your agent's skills folder). This skill also uses 38 other files; get the full folder from GitHub.
name
material-design-3-ui
description
Design, redesign, review, or implement user interfaces using Google Material Design 3 (M3), Material You, and optional Material 3 Expressive principles. Use for UI/UX screens, app flows, design systems, component selection, theming, responsive/adaptive layouts, accessibility audits, Figma-ready specifications, or developer handoff where Material Design 3 is required.
metadata.updated
2026-10-01
metadata.version
1.1.1

Material Design 3 UI/UX

Purpose

Create interfaces that behave like Material Design 3, not interfaces that merely look rounded or “Google-like.”

Treat M3 as a system:

user goal → information architecture → hierarchy → adaptive layout → semantic tokens → components → states → interaction → motion → accessibility → visual expression

M3 Expressive is optional. Use it to strengthen hierarchy, usability, recognition, and emotional clarity; never use it as permission to make every element loud.

Source of truth

  1. Prefer current official Material 3 guidance at https://m3.material.io/.
  2. For Android implementation details, prefer https://developer.android.com/.
  3. Treat design guidance separately from implementation-library/API status.
  4. Verify current official guidance before asserting exact dimensions, dependency versions, experimental API names, or recently changed behavior.
  5. Do not silently mix Material 2 rules into Material 3.
  6. Pixel and Google-app screenshots are examples, not the specification.

Core rules

MUST
  • Start from the user’s task, content, hierarchy, and platform before styling.
  • Use semantic design tokens instead of scattered one-off values.
  • Choose components by purpose and behavior, not visual resemblance.
  • Prefer established M3/platform components when they solve the interaction.
  • Define important states: default, pressed, focus, hover where applicable, selected, disabled, loading, error, empty, and success where relevant.
  • Design for the available window rather than a guessed device category.
  • Preserve accessible contrast, target size, focus, semantics, scaling, and non-color state communication.
  • Respect system bars, safe areas, cutouts, keyboards/IME, foldable hinges, and edge-to-edge behavior where applicable.
  • Keep primary actions distinguishable from secondary and destructive actions.
  • Make custom components inherit the token, state, motion, and accessibility logic of the system.
  • Explain deliberate departures from M3 when product requirements justify them.
MUST NOT
  • Do not “Materialize” a screen by only adding large radii, pastel colors, shadows, or Material Symbols.
  • Do not hardcode raw colors throughout screens when semantic roles can be used.
  • Do not use color alone to communicate meaning or state.
  • Do not wrap every section or list row in a card.
  • Do not maximize corner radius on every component.
  • Do not use FABs for minor, destructive, or ambiguous actions.
  • Do not use chips as generic buttons or primary navigation.
  • Do not use tabs for unrelated top-level destinations.
  • Do not make all components equally expressive.
  • Do not invent a new control when an established M3/platform control already solves the interaction.
  • Do not sacrifice accessibility to preserve a visual composition.
  • Do not stretch a compact/mobile layout unchanged across wide windows.

Progressive-disclosure references

Load only the references needed for the current task. Do not read every reference by default.

NeedRead
Color roles, surfaces, dark theme, dynamic colorreferences/color-system.md
Type hierarchy, scaling, expressive typographyreferences/typography.md
Shape, cards, containment, elevationreferences/shape-and-elevation.md
Spacing, alignment, readable widths, safe areasreferences/spacing-and-layout.md
Buttons, FAB, cards, chips, selection, inputs, feedbackreferences/component-selection.md
Navigation bar/rail/drawer, tabs, app barsreferences/navigation.md
Forms, validation, settings, text inputreferences/forms-and-input.md
Snackbar, dialog, sheet, loading, empty/error statesreferences/feedback-and-overlays.md
Responsive, tablet, foldable, desktop, multi-panereferences/adaptive-design.md
Accessibility audit or any final UI reviewreferences/accessibility.md
Transitions, feedback animation, shape morphingreferences/motion.md
Material 3 Expressivereferences/m3-expressive.md
Final audit / suspicious “Material-looking” UIreferences/anti-patterns.md

For a broad end-to-end design, load the references incrementally as decisions require them. Always include the accessibility reference before final approval.

Workflow

Follow this order unless the task explicitly scopes one stage.

1. Understand the product

Identify the platform, primary user goal and action, top-level destinations, content hierarchy, data density, input methods, brand constraints, required states and edge cases, target window sizes, and whether M3 Expressive is appropriate.

If missing information does not block the work, make a conservative M3-aligned assumption and state it. Ask only when the missing information materially changes architecture or interaction.

2. Establish information architecture

Before styling:

  • Group related information and identify the primary task per screen.
  • Separate navigation from actions and distinguish destructive actions.
  • Remove duplicated controls and define progressive disclosure.
  • Avoid showing information merely because space is available.
3. Choose adaptive structure

Read references/adaptive-design.md and references/navigation.md when multiple window sizes or navigation forms matter.

Prefer canonical patterns such as list-detail, supporting pane, feed, and adaptive navigation when they fit the content.

Wider space must improve context or productivity rather than merely stretch content.

4. Build the theme semantically

Read the relevant color, typography, shape/elevation, and spacing references.

Use the hierarchy:

reference/system tokens → semantic/system roles → component tokens

Screens should depend on semantic roles rather than scattered literal values.

5. Select components

Read references/component-selection.md plus specialized navigation/form/feedback references as needed.

For each important control, determine its semantic purpose, emphasis, immediate or transactional behavior, interaction states, accessibility behavior, and adaptive behavior.

6. Define states and feedback

Cover relevant loading, empty, error, success, disabled, selected, pressed, focus, hover, and busy/submitting states.

Error states must provide a recovery path.

7. Apply accessibility

Read references/accessibility.md.

Accessibility is a release requirement. Do not defer it to visual polish.

Show full SKILL.md (527 more words)Show less
8. Add motion

Read references/motion.md only when motion is part of the task.

Motion must explain state, hierarchy, spatial relationship, or response. Do not animate for spectacle.

9. Apply M3 Expressive if appropriate

Read references/m3-expressive.md.

Use a few deliberate expressive moments. Routine reading, forms, settings, and dense productivity surfaces should remain calm unless stronger expression improves usability.

10. Audit before approval

Read references/anti-patterns.md and run the self-audit below.

Self-audit

Before delivering a design, score each applicable category 0, 1, or 2.

  • 0 = incorrect / missing
  • 1 = partially correct / needs refinement
  • 2 = ready
CategoryCheck
Task clarityPrimary user goal and action are obvious
Information hierarchyGrouping and emphasis are coherent
Component semanticsControls match their actual behavior
Token disciplineSemantic roles are used consistently
Adaptive behaviorLayout improves across relevant windows
States & feedbackImportant states and recovery are covered
AccessibilityTargets, contrast, semantics, focus, scaling, reduced motion
Expressive restraintExpression improves hierarchy without creating noise

A design with any 0 in component semantics, states & feedback, or accessibility is not ready for approval.

Do not inflate scores to satisfy the user. State the concrete issue and correction.

Handoff contract

When asked to design, redesign, audit, or hand off a UI, provide enough detail for another designer or developer to reproduce the decisions.

Unless the user requests another format, include as applicable:

  1. Design intent — user goal and hierarchy.
  2. Layout — regions, panes, navigation, adaptive behavior.
  3. Theme roles — semantic colors, typography, shape, elevation.
  4. Component map — exact M3 component type/variant for important controls.
  5. States — interaction, loading, empty, error, success, disabled.
  6. Accessibility — target size, contrast, names, focus, keyboard, scaling.
  7. Motion — only meaningful transitions/state changes.
  8. Implementation notes — platform-specific caveats and experimental/unsupported APIs.
  9. Self-audit — include when the user asks for a review, audit, or production-readiness check.

When creating actual code or an artifact, apply these decisions instead of stopping at a description.

Semantic handoff example

Prefer:

text
Screen background: surface
Primary text: onSurface
Secondary text: onSurfaceVariant
Primary CTA: filled button / primary + onPrimary
Secondary CTA: outlined button
Section container: surfaceContainer
Subtle separator: outlineVariant
Error container: errorContainer + onErrorContainer

Avoid handoff based on arbitrary literals unless they come from the project’s token system.

Platform implementation notes

Android / Jetpack Compose
  • Prefer androidx.compose.material3 for new M3 work.
  • Prefer stable APIs for production unless alpha/experimental dependencies are explicitly accepted.
  • Do not assume every M3 Expressive API is stable.
  • Use Material theme roles rather than raw colors.
  • Follow current Android adaptive guidance for resizable and large-window experiences.
  • Treat edge-to-edge and system insets as layout concerns.
  • For Wear OS, use Wear Material 3 rather than mixing mobile components.

Do not hardcode library version numbers into generated implementation unless they are verified against current official release notes.

Web / other platforms

Material 3 guidance can inform the design even when an official implementation library does not expose every component.

  • reproduce semantics and token relationships, not Android-specific quirks,
  • preserve native platform accessibility and input conventions,
  • mark custom implementations clearly,
  • do not claim official platform availability without verification.

Final principle

Material Design 3 is a semantic, adaptive, accessible design system.

A successful M3 interface should remain coherent when brand colors change, the window resizes, dark theme turns on, text scales up, keyboard replaces touch, or expressive styling is reduced.

If the design only works because every surface is rounded and colorful, it is not a robust Material 3 design.

© skydashnet, 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 38 other files (references) in the repository root of skydashnet/material-design-3-ui-skill.

  • SKILL.md
  • .github/ISSUE_TEMPLATE/bug_report.yml
  • .github/ISSUE_TEMPLATE/config.yml
  • .github/ISSUE_TEMPLATE/feature_request.yml
  • .github/ISSUE_TEMPLATE/material_guidance_correction.yml
  • .github/PULL_REQUEST_TEMPLATE.md
  • .github/workflows/validate.yml
  • CHANGELOG.md
  • CONTRIBUTING.md
  • LICENSE
  • README.md
  • install.ps1
  • install.sh
  • references/accessibility.md
  • references/adaptive-design.md
  • references/anti-patterns.md
  • references/color-system.md
  • … and 22 more

Open the folder on GitHubat commit 82783f7

Compare with similar skills

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Questions about Material Design 3 UI/UX Guide

What does Material Design 3 UI/UX Guide do?

Guides designing, reviewing or implementing interfaces that follow Google's Material Design 3 system: semantic tokens, component states, adaptive layout and accessibility. Treats Material 3 as a full system rather than a visual skin, working through user goal, information architecture, hierarchy, adaptive layout, semantic tokens, components, interaction states, motion, accessibility and visual expression in that order. Material 3 Expressive is positioned as optional, for strengthening hierarchy and recognition rather than as license to make every element louder.

When should I use Material Design 3 UI/UX Guide?

Material Design 3 UI/UX Guide fits situations like: designing a new screen or flow that should follow Material Design 3; reviewing an existing UI for Material 3 compliance before developer handoff; choosing the right M3 component for a specific interaction; running an accessibility pass on a Material 3 interface.

How do I install Material Design 3 UI/UX Guide in Claude Code?

Run `npx skills add skydashnet/material-design-3-ui-skill --skill material-design-3-ui -a claude-code`. Or copy the skill folder (the skydashnet/material-design-3-ui-skill repository) into .claude/skills/material-design-3-ui in your project. Claude Code loads it when a task matches its description.

How do I install Material Design 3 UI/UX Guide in Codex?

Run `npx skills add skydashnet/material-design-3-ui-skill --skill material-design-3-ui -a codex`. Or copy the skill folder (the skydashnet/material-design-3-ui-skill repository) into .agents/skills/material-design-3-ui in your project. Codex loads it when a task matches its description.

Can I use Material Design 3 UI/UX Guide 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 skydashnet/material-design-3-ui-skill --skill material-design-3-ui -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/material-design-3-ui, .gemini/skills/material-design-3-ui, .github/skills/material-design-3-ui and .opencode/skills/material-design-3-ui in your project.

What does Material Design 3 UI/UX Guide need to run?

Going by SKILL.md and its folder, Material Design 3 UI/UX Guide needs PowerShell and a shell for the scripts in its folder.

Does Material Design 3 UI/UX Guide access the network?

SKILL.md names 2 domains. In commands or code: m3.material.io and developer.android.com; the agent is likely to contact these when it follows the instructions. This is read from the text; nothing was executed.

Is Material Design 3 UI/UX Guide 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 Material Design 3 UI/UX Guide use?

Material Design 3 UI/UX Guide 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 Material Design 3 UI/UX Guide use?

About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 7.1k tokens, read only when the agent opens those files.

What are the alternatives to Material Design 3 UI/UX Guide?

Skills that share tags, products or a category with Material Design 3 UI/UX Guide: UI Design System (try-works/role-model, 118 stars), Apply Aesthetic (plugin87/ux-ui-agent-skills, 1.6k stars), Bmad UX (aj-geddes/claude-code-bmad-skills, 488 stars) and Applying UI Design System (telagod/code-abyss, 243 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Material Design 3 UI/UX Guide?

skydashnet (a GitHub user) maintains it in skydashnet/material-design-3-ui-skill, which has 135 GitHub stars. The repository was last updated on September 30, 2026.

Source: skydashnet/material-design-3-ui-skill on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.