apple-design
Apple Design
Pinned from emilkowalski/skills apple-design at d23d7f88a2e21c9e4b1418c7abe420f5c1052ba7 (MIT).
In this repo: skills/apple-design/SKILL.md. Scoped Cursor rule: rules/apple-design.mdc (alwaysApply: false, UI/motion globs). User install: ~/.cursor/skills/apple-design/ via ./scripts/install-local.sh then ./scripts/sync-user-skills.sh. Invoke with /apple-design when not already attached.
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).
The through-line: an interface feels alive when motion starts from the current on-screen value, inherits the user's velocity, projects momentum forward, and can be grabbed and reversed at any instant. Springs are the tool that makes all of this natural, because they are inherently interruptible and velocity-aware.
The Core Idea
"When we align the interface to the way we think and move, something magical happens — it stops feeling like a computer and starts feeling like a seamless extension of us."
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.