Explore multiple *divergent* UI directions for a screen as named Swift #Previews, remix the strongest elements into hybrids, fill them with lived-in sample content and edge-case states, then tune signature animations with a generated tuning panel. Produces real native SwiftUI you carry forward, not throwaway mockups. Use early — after new-app or at the start of any UI-heavy phase, before /apple:plan commits to a single layout. Based on Apple's WWDC method for prototyping with coding agents in Xcode: go wide → remix → make lived-in → tune.
npx skills add https://github.com/rshankras/claude-code-apple-skills --skill ui-prototyping
Task lists and specs commit you to one layout before you've seen the alternatives. The cost is quiet but large: you anchor on the first arbitrary structure an agent guessed, then spend the rest of the phase fighting feature creep around it. This skill front-loads *divergent exploration* — many real, named SwiftUI variations you flip between in Xcode's canvas — so the layout you carry into /apple:plan is one you chose, not one you defaulted into.
> Agents are collaborators, not designers. You always have final say. Go wide, remix, repeat.
A vague prompt — *"make a UI for a book club"* — produces one arbitrary layout, silently guesses at features you never asked for (polling? a photo gallery?), and anchors you on a flawed start. By the time you've bent it to the features you *do* want, it looks clunky and inelegant. Three disciplines remove the trap, and this skill enforces all three:
| Discipline | What it means | What it prevents |
|---|---|---|
| Specificity | Bake the exact features in; nothing extra | Feature creep, arbitrary navigation elements |
| Stylistic intent | Name the mood — warm coffee-shop palette? paper & typography? clean editorial? | Point-of-view-less, generic layouts |
| Multiplicity | Ask for *many divergent* options at once | Anchoring on the first guess |
Early is your only cheap chance to explore wide. Spend it.
.planning/APP.md — features, audience, platform. The feature list is exactly what you bake into every variation.<mvp-features>.APP.md is missing, that's fine — elicit the essentials first via AskUserQuestion (this is the novice front door): the one screen, its 3–5 must-have features, the mood, and 0–2 reference apps. You do not need to know how to write the "good prompt" — the skill assembles it from your answers.AskUserQuestion if it isn't already pinned down in APP.md): the screen, the 3–5 must-have features (baked in — *this* is what stops feature creep), the mood cue, reference apps.#Preview with a descriptive, memorable name — "Cozy", "Editorial", "Club Hub", "Blueprint Atelier". The name is the handle you'll use when you remix. Put each in its own file (or a clearly separated struct) so the named previews render side by side in Xcode's canvas. #Preview("Cozy") { CozyHomeView(club: .sample) }
#Preview("Club Hub") { ClubHubHomeView(club: .sample) }
xcodebuild build (or the canvas) — you're carrying this forward, not screenshotting a dead mock.Present the named set; the user flips between them and reacts. Expect duds ("…well, it was worth a shot") — range is the goal, not a batting average.
generators/preview-data-generator) so you can edit them, and make the content *plausible for the audience* — a book club's discussions are about books, not lorem ipsum. Plausible also means messy, not idealized: prototype with real data ranges, because the layout that flatters a hilly San Francisco route must also survive a pancake-flat New York one (WWDC23). Ideal placeholders hide exactly the cases that break a design..help()/detail access, or wrap to multiple lines?Delegate the state-matrix generation to the swiftui-builder agent (it emits a #Preview per state); you decide which states matter.
Signature interactions — a cover-to-detail transition, a staggered list entrance — are where an app reads as considered or cheap. Don't hand-edit constants scattered across files; have the agent build a tuning panel.
design/animation-patterns for the curve knowledge; the panel is its runnable counterpart.-uiTestSeed..planning/PROTOTYPE.md + real SwiftRecord the decisions so the next session — and /apple:plan — inherits them:
# UI Prototype — [Screen], Phase [N]
## Variations explored (Stage 1)
| Preview name | Organizing idea | Verdict |
|--------------|-----------------|---------|
| Cozy | single-scroll, warm serif, current-book hero | ✅ base direction |
| Club Hub | tab bar + standings board | remix: take the standings board |
| Blueprint Atelier | grid → detail | ✗ too cold |
## Chosen direction & remix (Stage 2)
- Base: *Cozy*; grafted the standings board from *Club Hub*.
- Sample data: `PreviewData/BookClubSamples.swift` (editable, reused across previews).
- Edge cases covered: empty (added CTA + account entry), long member list (rank pinned + expand), long titles (truncate).
## Tuned moments (Stage 3)
- Cover→detail: spring(stiffness: …, damping: …); rows stagger 0.04s. Panel: `Debug/TransitionTuner.swift` (DEBUG only).
## Carry-forward
- Winning layout → `/apple:plan` `<flows>` + `<apple-patterns>`; keep the Swift files.
Plus the actual files in the project: the variation views, the sample-data file, and any tuning panel (DEBUG-guarded).
/apple:new-app, or at the start of a UI-heavy phase, *before* /apple:plan locks a layout. Exploration is cheapest before the "real" screen exists./apple:plan (<flows> / <apple-patterns>) and /apple:build; don't rebuild it.flow-walkthrough / /apple:walkthrough: prototype the *screen* (diverge, choose, tune), then walkthrough the *flow* (verify transitions and dead-ends) once it's wired up. Explore → build → verify.product/ux-spec: ux-spec formalizes *one* spec; this skill is how you find the one worth formalizing. Feed the winner in, or skip ux-spec for small apps.generators/preview-data-generator (sample content), the swiftui-builder agent (edge-case #Preview matrix), design/animation-patterns (curve reference).Generate breadboard circuit mockups and visual diagrams using HTML5 Canvas drawing techniques. Use when asked to create circuit layouts, visualize electronic component placements, draw breadboard diagrams, mockup 6502 builds, generate retro computer schematics, or design vintage electronics projects. Supports 555 timers, W65C02S microprocessors, 28C256 EEPROMs, W65C22 VIA chips, 7400-series logic gates, LEDs, resistors, capacitors, switches, buttons, crystals, and wires.
> Use when a HyperFrames composition needs seek-safe 2D/3D keyframes, GSAP timelines, CSS keyframes, Anime.js, WAAPI, FLIP, paths, masks, SVG morph/draw, text trails, 3D depth, or `hyperframes keyframes` diagnostics. Don't use for broad scene strategy, brand design, media sourcing, captions, or general video planning.
Analyze images, websites, and Figma files to extract their design and generate a `design.md` with token system, component inventory, and reconstruction notes. Use this skill whenever the user wants to understand, document, replicate, or audit the design of something visual: a screenshot, a URL, a Figma link, a Pinterest reference, a mockup, a competitor's site, a component, a dashboard, a landing page. Also when they ask 'extract the design system from X', 'document the style of Y', 'analyze this visually', 'convert this image into tokens', 'help me replicate this design', 'what palette does this site use', 'how is this built'. Also for single elements: 'copy this navbar', 'recreate this illustration', 'give me a prompt to regenerate this graphic' — element mode outputs a focused element.md, with token-grounded image-model prompts when the element is visual art. If the user brings any visual source and wants to understand it at a design level — this skill should activate.
Premium brand-kit image generation skill for creating high-end brand-guidelines boards, logo systems, identity decks, and visual-world presentations. Trained for minimalist, cinematic, editorial, dark-tech, luxury, cultural, security, gaming, developer-tool, and consumer-app brand systems. Optimized for intentional logo concepting, refined composition, sparse typography, strong symbolic meaning, premium mockups, art-directed imagery, and flexible grid layouts.
Elite mobile app image-generation skill for creating premium, app-native screen concepts and flows. Designed for iOS, Android, and cross-platform mobile products. Prioritizes clean hierarchy, comfortably readable text, strong multi-screen consistency, controlled color palettes, non-generic creative direction, textured surfaces, image-led composition, tasteful custom iconography, and clean phone mockup framing. By default, screens should be shown inside a subtle premium iPhone or similar phone mockup with a visible frame, while the main focus stays on the app content itself. This skill generates images only. It does not write code.
Optimize web performance: bundle size, images, caching, lazy loading, and overall page speed. Use when site is slow, reducing bundle size, fixing layout shifts, improving Time to Interactive, or optimizing for Lighthouse scores. Triggers on: web performance, bundle size, page speed, slow site, lazy loading. Do NOT use for Core Web Vitals-specific fixes (use core-web-vitals), running Lighthouse audits (use perf-lighthouse), or Astro-specific optimization (use perf-astro).
| Premium brand-kit image generation skill for creating high-end brand-guidelines boards, logo systems, identity decks, and visual-world presentations. Trained for minimalist, cinematic, editorial, dark-tech, luxury, cultural, security, gaming, developer-tool, and consumer-app brand systems. Optimized for intentional logo concepting, refined composition, sparse typography, strong symbolic meaning, premium mockups, art-directed imagery, and flexible grid layouts.
| Official GSAP skill for performance — prefer transforms, avoid layout thrashing, will-change, batching. Use when optimizing GSAP animations, reducing jank, or when the user asks about animation performance, FPS, or smooth 60fps.
Take rshankras/ui-prototyping from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.