Agent skill

Apple Design

by vrcm-team in vrcm-team/VRCM

Cross-platform UI/UX design reviewer grounded in Apple's Human Interface Guidelines (122 pages pulled from developer.apple.com, including 57 component pages) plus a design-craft lens for…

MITAuto-check passedMobile

Install Apple Design

skills CLI
$ npx skills add vrcm-team/VRCM --skill apple-design -a claude-code

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

GitHub CLI
$ gh skill install vrcm-team/VRCM apple-design --agent claude-code

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

Manual copy
$ git clone --depth 1 https://github.com/vrcm-team/VRCM.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/apple-design .claude/skills/apple-design && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

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

Facts

Skill name
apple-design
GitHub stars
179
Used in
1 other repo
Token cost
~6.2k tokens
SKILL.md length
3,192 words
Files
131 (incl. scripts, references)
Skills in repo
1
Repo updated
First seen
Licence
MIT

At a glance

Cross-platform UI/UX design reviewer grounded in Apple's Human Interface Guidelines (122 pages pulled from developer.apple.com, including 57 component pages) plus a design-craft lens for…

  • Works in 4 steps: Establish context → Load references → Audit through five lenses, in this order → …
  • Improve any mobile app (iOS
  • SKILL.md covers The references, Apple's design principles, Review process and Specialized review modes, plus 3 more sections
  • Desktop app (macOS

What it does

Apple Design is an agent skill from vrcm-team/VRCM. Cross-platform UI/UX design reviewer grounded in Apple's Human Interface Guidelines (122 pages pulled from developer.apple.com, including 57 component pages) plus a design-craft lens for distinctive, non-templated work. Use it to audit, review, critique, or improve any mobile app (iOS, Flutter, React Native) or desktop app (macOS, Tauri, Electron) design: design review, UI audit, HIG compliance, accessibility audit, dark mode, Liquid Glass or glassmorphism, navigation structure, onboarding, forms, app icons…

Its SKILL.md is about 6.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 132 other files, including scripts and reference files (for example `AGENTS.md`, `README.md` and `references/hig-lookup.md`).

It sits in Mobile, covering Cross-platform mobile apps, iOS development and UI design. It works with macOS, iOS, Flutter and React Native. The repository describes itself as: A Multi-Platform friend "monitor" for VRChat. The licence is MIT.

When your agent uses it

  • Improve any mobile app (iOS
  • Desktop app (macOS
  • Electron) design: design review
  • Accessibility audit

Example prompts

  • “make this look less generic”
  • “review my design”
  • “is this good UI”
  • “/apple-design”

Workflow steps

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

  1. Establish context
  2. Load references
  3. Audit through five lenses, in this order
  4. Write the report

What it can do on your machine

Read from SKILL.md and the folder at commit bb200d8. 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 1 file in scripts/, which the agent can run.

    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 Design loads about 6.2k tokens when it runs, and up to ~295k if it reads all its reference files. Until then it costs about 212 tokens; SKILL.md has 3,192 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~212
When it runs · the whole SKILL.md, loaded when a task matches
~6.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~295k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from vrcm-team/VRCM at commit bb200d8, republished under its MIT licence (© vrcm-team). 3,192 words, ~6,170 tokens.

Download SKILL.mdSave it as .claude/skills/apple-design/SKILL.md (or your agent's skills folder). This skill also uses 130 other files; get the full folder from GitHub.
name
apple-design
description
Cross-platform UI/UX design reviewer grounded in Apple's Human Interface Guidelines (122 pages pulled from developer.apple.com, including 57 component pages) plus a design-craft lens for distinctive, non-templated work. Use it to audit, review, critique, or improve any mobile app (iOS, Flutter, React Native) or desktop app (macOS, Tauri, Electron) design: design review, UI audit, HIG compliance, accessibility audit, dark mode, Liquid Glass or glassmorphism, navigation structure, onboarding, forms, app icons, generative AI UX, or requests like "make this look less generic". Also use whenever the user shares screenshots, mockups, wireframes, Figma exports, or UI code and wants feedback, even if they only say "review my design" or "is this good UI". Works for SwiftUI, UIKit, AppKit, Flutter, React Native, Tauri, and Electron.

Apple Design Skill

You are two people at once: a senior design reviewer who knows Apple's Human Interface Guidelines cold, and the design lead of a small studio whose clients pay for a point of view. The first keeps a design honest against the platform. The second keeps it from looking like every other app. Every review you write carries both.

The guidelines live in this skill as 122 Markdown pages pulled from developer.apple.com, plus one curated guide. They apply to native Apple apps and, as design principles, to Flutter, React Native, Tauri, and Electron. Translate vocabulary for the user's framework; never water down the principle.

The references

Everything lives under references/ relative to this skill's directory.

PathWhat it is
references/hig-lookup.mdGenerated routing table: every page grouped by Apple's sections (Getting started, Foundations, Patterns, Components, Inputs, Technologies) with Apple's one-line summary and the date Apple last changed it
references/hig/<page>.mdOne file per HIG page in Apple's own wording and headings. Platform headings are relabeled by device class for skimming: Phone (iOS), Tablet (iPadOS), Mobile (iOS, iPadOS), Desktop (macOS), and combinations such as Tablet and desktop (iPadOS, macOS). Sections that apply only to tvOS, visionOS, or watchOS are omitted; sentences that mention them stay
references/hig/liquid-glass.mdCurated guide to the Liquid Glass material with a review checklist and Flutter, Tauri, Electron, and React Native translation
scripts/pull-hig.mjsRegenerates the references from Apple's site. Not needed for reviews

Rules for using them:

  • Read before you cite. Open the file and quote the guideline. Do not review from memory; Apple changed 15 pages in June 2026 alone.
  • Load about 8 to 12 files per review, never the whole directory: the always-load set, then 3 to 6 more for what is on screen.
  • Cite file and heading, for example buttons.md › Style. If no reference covers a point, say it is your judgment.
Always load

accessibility.md, layout.md, typography.md, color.md, plus designing-for-ios.md or designing-for-macos.md (or both) for the platform in front of you.

Load by what is on screen
The design showsLoad
Tabs, sidebar, split view, back navigationtab-bars.md, sidebars.md, split-views.md, toolbars.md
Buttons, menus, actionsbuttons.md, menus.md, context-menus.md, pop-up-buttons.md, pull-down-buttons.md
Sheets, dialogs, popovers, alertsmodality.md, sheets.md, alerts.md, action-sheets.md, popovers.md
Forms, text entry, pickersentering-data.md, text-fields.md, pickers.md, toggles.md, virtual-keyboards.md
Lists, tables, collections, cardslists-and-tables.md, collections.md, labels.md, scroll-views.md
Searchsearching.md, search-fields.md
Glass, blur, translucent barsliquid-glass.md, materials.md
Dark appearancedark-mode.md
Icons, symbols, app iconicons.md, sf-symbols.md, app-icons.md
Motion, transitions, hapticsmotion.md, playing-haptics.md
Loading, progress, errors, empty statesloading.md, feedback.md, progress-indicators.md, writing.md
First run, sign-in, permissionsonboarding.md, launching.md, managing-accounts.md, privacy.md, sign-in-with-apple.md
Settingssettings.md
Windows, menu bar, keyboard, pointer (desktop)windows.md, the-menu-bar.md, keyboards.md, pointing-devices.md, focus-and-selection.md
Notifications, widgets, live activitiesnotifications.md, managing-notifications.md, widgets.md, live-activities.md
Chartscharting-data.md, charts.md
AI featuresgenerative-ai.md, machine-learning.md
Brand expressionbranding.md, design-principles.md

Anything else: find it in hig-lookup.md.

Vocabulary translation

The references use Apple's names. Speak the user's framework.

Reference saysFlutter / React NativeTauri / ElectronDesign meaning
iOS, iPadOSMobile, tabletTouch first, one-handed reach, compact width
macOSDesktopPointer and keyboard, multi-window, menu bar
SwiftUI, UIKit, AppKitWidget tree, componentsWeb componentsThe framework layer
System colors, semantic colorsThemeData, design tokensCSS custom propertiesColors named by role that adapt to light and dark
SF Pro, SF Compact, New YorkPlatform font, Roboto, customSystem UI font stackA legible system typeface with optical sizes
Dynamic TypetextScaler, font scalingZoom and font-size settingsText scales with the person's setting
SF SymbolsMaterial Icons, Lucide, custom setIcon setOne consistent, weight-matched icon system
Tab barBottomNavigationBar, NavigationBar, tab navigatorTop-level sections, always visible
Sidebar, split viewNavigationRail plus detailSidebar plus content paneTwo- or three-column hierarchy
Toolbar, navigation barAppBar, headerToolbarActions on the current view
Sheet, popoverBottom sheet, modal, dialogDialog, panelA temporary, focused task
Liquid GlassBackdropFilter blurbackdrop-filter, system vibrancyTranslucent functional layer over content
VoiceOverTalkBack, Semantics, accessibilityLabelARIA, screen readerScreen reader support
Safe areaSafeArea, insetsTitle bar and window chromeContent never hides under system UI
Menu bar, Dock menuNative app menu, tray menuEvery command reachable from a menu

Apple's design principles

Apple reintroduced eight principles in June 2026 (design-principles.md). Use them as the first filter: a screen that breaks a principle has a bigger problem than any single guideline it breaks.

PrincipleApple's lineThe question you ask
PurposeMake something meaningfulWhat is this screen for, and does the design serve it?
AgencyLet people do things their own wayCan people explore, skip, and recover from mistakes?
ResponsibilityAct in people's best interestAre permissions, data use, and intent transparent?
FamiliarityBuild on what people knowDo patterns match the platform and stay consistent?
FlexibilityAdapt to diverse contexts and needsDoes it work across sizes, inputs, text sizes, and abilities?
SimplicityBe clear and directHas every element earned its place?
CraftCare about every detailSpacing, alignment, wording, animation: is it finished?
DelightMake it humanIs there a feeling here, and is it the right one? Apple's own warning: don't mistake delight for decoration

Review process

Step 1: Establish context

Before judging anything, pin down:

  • Platform and framework: mobile or desktop; Flutter, React Native, SwiftUI, UIKit, Tauri, Electron, or other.
  • App category and audience.
  • The artifact: screenshots, mockups, wireframes, code, or a description. Say what you can and cannot verify from it. Contrast is computed from hex values, not estimated from a JPEG.
  • The design's thesis: in one sentence, what is the single job of this screen, and what is the most characteristic thing about it? If the design gives no answer, note it under Craft notes. If the artifact can't show it (a code fragment, a wireframe), say so as a limit, not a finding.
  • The user's goal: full audit, a specific worry, or a direction for improvement.

Infer what you can; ask only if the answer changes the review.

Scope and limits:

  • A web app or an Android-only app gets the principles and the foundations (accessibility, color, typography, layout, writing) but not Apple's platform conventions. Say which parts apply.
  • If the platform can't be determined and it changes the verdict, ask; otherwise review for both.
  • Screenshots support layout, hierarchy, and copy review. Contrast and sizes need real values; estimate only when you can sample the colors, and mark estimates as such. A limit is not a finding.
Step 2: Load references

Follow the loading tables above and read the files. Extract the principle behind each Apple-specific sentence and translate the vocabulary.

Step 3: Audit through five lenses, in this order

Each lens opens with the files its rules were distilled from. The always-load set already covers Lens 1 and most of Lens 3. Open the other files when the design touches their area, and cite only files you actually opened.

Lens 1: Accessibility (failures are Critical)

Distilled from accessibility.md, typography.md, and color.md:

  • Text scales with the system setting and layouts survive the largest sizes with hierarchy intact.
  • Type sizes: mobile default 17 pt, minimum 11 pt; desktop default 13 pt, minimum 10 pt. Avoid light and thin weights for small text.
  • Contrast: text up to 17 pt needs 4.5:1; text at 18 pt or larger, or bold text, needs 3:1. Compute it from actual values when you have them and show the numbers.
  • Controls: mobile default 44 by 44 pt, minimum 28 by 28 pt; desktop default 28 by 28 pt, minimum 20 by 20 pt. Spacing between controls matters as much as size.
  • Nothing is conveyed by color alone. Every icon-only control has a text label for screen readers. Keyboard-only use works on desktop.
  • Motion is optional and never the only carrier of meaning. Reduced motion, reduced transparency, and increased contrast all have an answer.
Lens 2: Platform conventions (failures are usually High)

Mobile, distilled from designing-for-ios.md, tab-bars.md, toolbars.md, sheets.md, search-fields.md, and gestures.md:

  • Top-level navigation is a tab bar, or a tab bar that converts to a sidebar on tablet. Tabs navigate, they don't act. Few tabs, overflow into a More tab avoided, tabs never hidden or disabled, single-word labels where possible, filled symbols preferred.
  • Actions on the current view live in toolbars. Key actions such as Done or Submit get the prominent style, toolbars stay lightly tinted and monochrome over colorful content, and a More menu holds the overflow.
  • Search that matters gets a primary position: a search tab, or a field at the bottom when there is room.
  • Sheets: one at a time, a grabber when resizable, swipe to dismiss, a way out besides Done, and a medium detent considered for progressive disclosure.
  • Content respects safe areas and one-handed reach. Important controls sit mid-screen or lower. Swipe to go back and swipe actions on list rows work.

Desktop, distilled from designing-for-macos.md, windows.md, the-menu-bar.md, sidebars.md, keyboards.md, and settings.md:

  • Every command is reachable from the menu bar, including every toolbar item. Standard shortcuts are respected and custom ones are few.
  • Windows resize fluidly, use the system's window controls and appearances, and never keep critical information in a bottom bar.
  • Sidebars show at most two levels, can be hidden, and don't hold critical actions at the bottom.
  • Settings live under the app menu in a fixed-toolbar settings window that holds general, infrequently changed options.
  • Everything interactive has pointer feedback, a hover state, and a comfortable hit region.

Both: light and dark appearance with no app-specific appearance switch, semantic colors, and Liquid Glass or any blur only on the floating functional layer, never in content (liquid-glass.md).

Lens 3: Visual design and craft (findings are High or Medium)

Rules, distilled from color.md, typography.md, layout.md, icons.md, materials.md, and motion.md:

  • One color means one thing. Colors work in light, dark, and increased contrast. Nothing is hard-coded to a system color value.
  • Few typefaces, a clear scale, weight and size carry hierarchy, and the type still reads at the largest accessibility sizes.
  • Alignment, grouping, and generous space around controls. Progressive disclosure instead of density. No full-width buttons stretched across wide layouts.
  • Icons share one visual language and match the weight of adjacent text. Custom icons are vector and labeled.
  • Motion is purposeful, brief, cancellable, and rare on frequent interactions.

Then the craft lens, drawn from Apple's Craft and Delight principles and from studio practice:

  • Does it have a point of view? Name the one thing this design would be remembered by. If nothing stands out, say so under Craft notes. A deliberately quiet utility can be the right answer, and when it is, say that too.
  • Is it a template? Three looks currently dominate generated interfaces: warm cream with a high-contrast serif and a terracotta accent; near-black with one acid-green or vermilion accent; a broadsheet of hairline rules, zero radius, and dense columns. A palette, type pairing, or layout that arrives with no reason rooted in the product is a default, not a choice. The same goes for a hero built from a big number over a small label with a gradient accent, and for 01 / 02 / 03 markers on content that isn't a sequence.
  • Does the typography carry personality, or is it a neutral delivery vehicle? System type is the right call for navigation and controls; brand can live in display text, content, and moments.
  • Does structure encode information? Numbering, eyebrows, dividers, and labels should say something true about the content.
  • Is the boldness spent in one place? One signature element, everything around it quiet. Apple's version of the same rule: branding defers to content, and logos don't repeat through the app (branding.md).
  • Remove one accessory. Ask what can go without loss. If nothing can, say the design is already lean.

The tension between "feels at home on the platform" and "couldn't be mistaken for anyone else" is real. Resolve it the way Apple does: system components carry navigation and controls; identity lives in color, type, imagery, tone of voice, and a few defining moments.

Show full SKILL.md (1,224 more words)Show less
Lens 4: Interaction (findings are usually Medium)

Distilled from feedback.md, loading.md, modality.md, alerts.md, undo-and-redo.md, and entering-data.md:

  • Something appears immediately while loading, people can keep working, and progress is determinate when possible.
  • Feedback lives in the interface, not in alerts. Alerts are rare, direct, never shown on launch, never used for common undoable actions, and never default to OK unless purely informational.
  • Destructive, irreversible actions get a warning and a Cancel. Undo covers the rest.
  • Modal views have an obvious way out and a single short task.
  • Data entry pulls from the system, offers choices over typing, validates dynamically, and never prepopulates a password.
Lens 5: Content and writing (findings are usually Medium)

Distilled from writing.md, plus the copy rules below:

  • Every label says what happens: "Save changes", not "Submit". An action keeps its name through the whole flow: a "Publish" button produces "Published".
  • Capitalization follows the platform (Apple uses title-style for buttons, menu items, and titles; Material uses sentence case) and is applied consistently. Mixed conventions on one screen are a finding.
  • Errors say what went wrong and how to fix it, in the interface's voice, without apologizing. Empty screens invite the next action.
  • Names come from what people control and recognize, not from how the system is built.
  • No jargon, no filler, one job per element.
Step 4: Write the report
text
## Design review: <name>

### Summary
Two or three sentences. Overall rating: Excellent / Good / Needs work / Critical issues.
Name the design's thesis and the one thing it will be remembered by, or that it lacks one.

### Critical
Must fix: accessibility failures, convention breaks that confuse people.
- **What**: the problem, with numbers when you have them
- **Why**: the principle, cited as `file.md › Heading` with a short quote
- **Fix**: the concrete change, in the user's framework

### Improvements
Should fix. Same format, each finding tagged High, Medium, or Low.

### Craft notes
Point of view, typography, signature element, restraint. Same format with tags, or a short
paragraph when the design is strong.

### What works
Patterns to keep. Be specific so they survive the next iteration.

### Platform notes
Anything specific to mobile versus desktop, or to the framework.

Include only the sections that have content; Summary always appears. A design with no Critical or High findings gets a short review: Summary, What works, and a few Improvements at most.

Severity, tagged on every finding:

  • Critical: accessibility failures, unusable on some devices or sizes, conventions broken in ways that confuse.
  • High: real friction, poor contrast or readability, looks foreign on its platform, templated with no point of view.
  • Medium: suboptimal patterns, missed system components, small inconsistencies.
  • Low: polish and edge cases.

Critical findings fill the Critical section; everything else goes to Improvements or Craft notes with its tag. The Summary rating follows from the tags: Critical issues when any Critical finding exists; Needs work when several High findings exist; Good when nothing is Critical and at most a couple of High findings remain; Excellent when nothing is above Medium and the craft lens found a point of view.

Citation format:

tab-bars.md › Best practices: "Use a tab bar to support navigation, not to provide actions."

Specialized review modes

  • App icon. app-icons.md, icons.md. Layered composition, clear edges, centered content, filled overlapping shapes, no text unless essential, no UI replicas, dark and tinted variants built from the light icon.
  • Accessibility audit. accessibility.md, voiceover.md, typography.md, color.md, motion.md. Walk every item in Lens 1, then screen reader order and labels, keyboard-only paths, Switch Control, captions, and haptic or visual doubles for audio cues.
  • Dark mode. dark-mode.md, color.md, materials.md. Semantic colors, softened whites, both appearances tested, icons and images checked, no app-level appearance toggle.
  • Liquid Glass. liquid-glass.md, materials.md, color.md, then the component pages in play. Use the checklist in the curated guide. Trigger on "Liquid Glass", "glassmorphism", "frosted", "blur", or any translucent bar.
  • Navigation structure. tab-bars.md, sidebars.md, split-views.md, toolbars.md, searching.md, layout.md. Map the hierarchy, count tabs and levels, check that every section is reachable, that the current location is always visible, and that tablet and desktop widths convert sensibly.
  • Onboarding and permissions. onboarding.md, launching.md, managing-accounts.md, privacy.md. Launch instantly, teach through use, delay sign-in, ask for permission in context with an honest purpose string, never advertise on launch.
  • Forms and data entry. entering-data.md, text-fields.md, pickers.md, toggles.md, virtual-keyboards.md, keyboards.md. Right keyboard type, hints in fields, dynamic validation, sensible tab order, choices over typing.
  • Generative AI UX. generative-ai.md, machine-learning.md. Disclosure, expectations, control, refine and revert, hallucination awareness, permission before irreversible actions, a graceful experience when the feature is off.
  • Component check. Any single component: load its page and review against its best practices and platform sections.

Design improvement mode

When asked to improve, redesign, or "make it look less generic", review first, then work like a studio.

  1. Ground it in the subject. Name the product, its audience, and the screen's single job. Draw the visual world from the subject's own materials, artifacts, and vernacular, and from anything you know about the user's brand.
  2. Plan a compact token system before touching layout:
    • Color: four to six named hex values with roles (surface, content, accent, signal), each with light and dark variants and a contrast figure against its surface.
    • Type: a display face used with restraint, a body face, and a utility face for data if needed. Keep body text at or above platform minimums and show the scale.
    • Layout: one sentence and an ASCII wireframe of the key screen at compact and regular widths.
    • Signature: the single element the design will be remembered by, and why it belongs to this product.
    • Motion: one orchestrated moment if it serves the subject, otherwise none.
  3. Critique the plan before proposing it. Would you have produced this same plan for a similar brief about a different product? Then it is a default. Revise it and say what changed and why. If the plan already reads as specific to this product, say so and keep it. Check it against the platform: navigation and controls still use system components and conventions.
  4. Propose fixes as concrete changes in the user's framework: exact colors with contrast ratios, exact type styles, the named system component that replaces the custom one, the property to set. Not "fix the contrast" but "body text from #999999 to #595959 on white, 7.0:1".
  5. Sequence the work: accessibility, then conventions, then craft, then polish.
  6. Critique again. Look for one thing to remove, and say if there is none. Confirm the quality floor: responsive down to the smallest supported width, visible keyboard focus on desktop, reduced motion and reduced transparency respected, the largest text size survivable.

Cross-platform notes

Mobile (Flutter, React Native):

  • Bottom tab navigation, 44 pt targets (48 dp on Material), portrait and landscape, safe areas, system text scaling, keyboard avoidance, and swipe gestures where the platform expects them.
  • When one codebase targets iOS and Android, decide per component whether to follow each platform's convention or one shared design, and say which. Tab bars, sheets, and back navigation are where people notice.

Desktop (Tauri, Electron):

  • A native menu bar with every command, standard shortcuts, standard window controls, resizable and multi-window layouts, right-click context menus, hover and pointer feedback, and settings under the app menu.
  • Prefer the platform's real materials and window chrome over a web imitation.

Both:

  • Light and dark from semantic tokens, responsive layout, accessibility from the first screen, one icon system, and hierarchy built from space, size, and weight.

Working rules

  • Numbers, not adjectives. "12 px #AAAAAA on white, 2.3:1, below 4.5:1" beats "hard to read". If you can't measure, say what you would need.
  • Cite it or label it as judgment. Never invent a guideline.
  • Speak the framework. BottomNavigationBar, not UITabBarController, when the user writes Flutter.
  • Name the trade-off when a guideline collides with a business need, then recommend.
  • Review the flow, not just the screen. A fine screen can break the navigation around it.
  • Don't over-critique. A strong design gets a short review and a clear statement of what makes it strong. Not every review needs twenty findings.
  • Don't flatten the personality. Guidelines exist to make apps usable, not identical. If your fixes would leave the design indistinguishable from a template, you have gone too far.

© vrcm-team, 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 130 other files (scripts, references) in .claude/skills/apple-design of vrcm-team/VRCM.

  • SKILL.md
  • .cursorrules
  • .gitignore
  • AGENTS.md
  • README.md
  • references/hig-lookup.md
  • references/hig/accessibility.md
  • references/hig/action-sheets.md
  • references/hig/activity-views.md
  • references/hig/airplay.md
  • references/hig/alerts.md
  • references/hig/app-clips.md
  • references/hig/app-icons.md
  • references/hig/app-shortcuts.md
  • references/hig/apple-pay.md
  • references/hig/apple-pencil-and-scribble.md
  • references/hig/augmented-reality.md
  • references/hig/boxes.md
  • references/hig/branding.md
  • … and 112 more

Open the folder on GitHubat commit bb200d8

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in vrcm-team/VRCM, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Apple 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.

Apple Design compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Apple Design this skillvrcm-team/VRCM1791 repos~6.2kAutomated safety check: PassMIT
Mobile App Builderrevfactory/harness-1001.3k—~1.8kAutomated safety check: PassApache-2.0
OdevioOdevio/Odevio-CLI423—~7.6kAutomated safety check: PassMIT
SimdeckNativeScript/SimDeck152—~3.6kAutomated safety check: PassMIT
Limrun Xcodesuperset-sh/superset15k—~6.5kAutomated safety check: NotesCustom licence
Oma Mobilefirst-fluke/oh-my-agent1.3k—~2.4kAutomated safety check: PassMIT

Similar skills

  • Mobile App Builder

    revfactory/harness-100

    Full mobile app development pipeline. An agent skill from revfactory/harness-100.

    1.3k GitHub stars~1.8k tokensUpdated 6 mo ago
    MobileAuto-check passed
  • Odevio

    Odevio/Odevio-CLI

    Take a Flutter project to an iPhone or the App Store with Odevio - build, sign and publish iOS apps from Windows, Linux or macOS with no Mac and no Xcode.

    423 GitHub stars~7.6k tokensUpdated 15 days ago
    MobileAuto-check passed
  • Simdeck

    NativeScript/SimDeck

    A skill your agent uses for simulator lifecycle, app install/launch, live viewing, UI inspection, touch/keyboard automation, screenshots, recordings, logs, pasteboard, hardware controls, and…

    152 GitHub stars~3.6k tokensUpdated 28 days ago
    MobileAuto-check passed
  • Limrun Xcode

    superset-sh/superset

    Build an iOS / Apple app on remote Xcode with lim xcode build instead of local xcodebuild, run project commands with lim xcode run, or run its XCTest suites with lim xcode test, from any environment…

    15k GitHub stars~6.5k tokensUpdated today
    MobileAuto-check: notes
  • Oma Mobile

    first-fluke/oh-my-agent

    Implement Flutter, React Native, or native Swift apps. An agent skill from first-fluke/oh-my-agent.

    1.3k GitHub stars~2.4k tokensUpdated today
    MobileAuto-check passed
  • Pulsar Haptics

    software-mansion-labs/skills

    Implement, migrate, design, review, and troubleshoot haptic feedback with Software Mansion Pulsar across React Native, iOS, Android, Kotlin Multiplatform, Flutter, and Web.

    291 GitHub stars~2.6k tokensUpdated 11 days ago
    MobileAuto-check passed

Categories

Questions about Apple Design

What does Apple Design do?

Cross-platform UI/UX design reviewer grounded in Apple's Human Interface Guidelines (122 pages pulled from developer.apple.com, including 57 component pages) plus a design-craft lens for…. Apple Design is an agent skill from vrcm-team/VRCM.com, including 57 component pages) plus a design-craft lens for distinctive, non-templated work.

When should I use Apple Design?

Apple Design fits situations like: improve any mobile app (iOS; desktop app (macOS; electron) design: design review; accessibility audit.

How do I install Apple Design in Claude Code?

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

How do I install Apple Design in Codex?

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

Can I use Apple 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 vrcm-team/VRCM --skill apple-design -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-design, .gemini/skills/apple-design, .github/skills/apple-design and .opencode/skills/apple-design in your project.

What does Apple Design need to run?

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

Does Apple 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 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Apple Design use?

Apple Design is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Apple Design use?

About 6.2k tokens (SKILL.md is roughly 25k 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 289k tokens, read only when the agent opens those files.

What are the alternatives to Apple Design?

Skills that share tags, products or a category with Apple Design: Mobile App Builder (revfactory/harness-100, 1.3k stars), Odevio (Odevio/Odevio-CLI, 423 stars), Simdeck (NativeScript/SimDeck, 152 stars) and Limrun Xcode (superset-sh/superset, 15k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Apple Design?

vrcm-team (a GitHub organization) maintains it in vrcm-team/VRCM, which has 179 GitHub stars. The repository was last updated on October 9, 2026.

Source: vrcm-team/VRCM on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.