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Rename skill back to apple-design and tighten description
Broader name reflects that the skill covers design foundations and materials alongside fluid motion. Prune provenance from the description. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -35,5 +35,5 @@ This is your shortcut to great interfaces. A shortcut to stand out in a sea of s
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- **[emil-design-eng](./skills/emil-design-eng/SKILL.md)** — The main skill that consinsts of mostly animation, but also some design advice.
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- **[review-animations](./skills/review-animations/SKILL.md)** — Review your animations in a strict way, based on my rules.
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- **[apple-motion-design](./skills/apple-motion-design/SKILL.md)** — Apple's principles for fluid, physical motion and interaction, distilled from their WWDC design talks and translated for the web.
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- **[apple-design](./skills/apple-design/SKILL.md)** — Apple's principles for interface design and fluid, physical motion, distilled from their WWDC design talks and translated for the web.
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- More coming very soon.
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@@ -1,9 +1,9 @@
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---
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name: apple-motion-design
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description: Apple's principles for fluid, physical motion and interaction — distilled from WWDC talks (Designing Fluid Interfaces, Essential Design Principles, The Qualities of Great Design, Advanced Animations with UIKit, and Apple's motion/materials guidance) and translated for building web UIs. Covers direct manipulation, interruptible spring motion, velocity handoff, momentum projection, spatial consistency, materials/depth, multimodal feedback, and reduced-motion.
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name: apple-design
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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, reduced-motion, or the design foundations (feedback, spatial consistency, restraint) behind Apple-style interfaces.
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---
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# Apple Motion Design
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# Apple Design
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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).
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@@ -15,7 +15,7 @@ The through-line: **an interface feels alive when motion starts from the current
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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.
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Apple frames design as serving four human needs: **safety/predictability, understanding, achievement, and joy.** Every rule here serves one of them. The only thing that matters is how well the interface satisfies the emotional and practical needs of the person using it.
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Apple frames design as serving four human needs: **safety/predictability, understanding, achievement, and joy.** Every rule here serves one of them.
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## 1. Response — kill latency
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