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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Emil
2026-07-09 13:23:19 +02:00
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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
- **[emil-design-eng](./skills/emil-design-eng/SKILL.md)** — The main skill that consinsts of mostly animation, but also some design advice.
- **[review-animations](./skills/review-animations/SKILL.md)** — Review your animations in a strict way, based on my rules.
- **[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.
- **[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.
- More coming very soon.
@@ -1,9 +1,9 @@
---
name: apple-motion-design
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.
name: apple-design
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.
---
# Apple Motion Design
# Apple Design
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).
@@ -15,7 +15,7 @@ The through-line: **an interface feels alive when motion starts from the current
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.
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.
Apple frames design as serving four human needs: **safety/predictability, understanding, achievement, and joy.** Every rule here serves one of them.
## 1. Response — kill latency