SKILL DETAIL
appllama-app-design-skill
appllama/appllama-skills/appllama-app-design-skill
Build native-feeling, benchmark-quality mobile app screens (Expo / React Native). Use when designing or implementing any mobile UI — screens, flows, onboarding, paywalls, tab bars, sheets, settings, empty states — or when polishing motion, navigation, typography, dark mode, or perceived performance. Enforces Apple HIG fidelity, semantic colors, native controls, anti-slop discipline, navigation semantics (push vs replace, modal vs sheet vs overlay, the one-way doors where back must not exist), purposeful Reanimated motion, a full-motion simulator-verified iteration loop, and a study-real-apps-first workflow (pairs with the Appllama MCP). Trigger on "build a screen", "make this screen better", "design the onboarding", "wire up this flow", "polish the UI", "make it feel native", or any mobile design/implementation task.
Installation
npx skills add https://github.com/appllama/appllama-skills --skill appllama-app-design-skill
Skill files
SKILL.md
Last synced · Sep 11, 2026
references/image-assets.md›
# Image & illustration assets — generation pipeline
App-quality artwork is generated, curated, and post-processed — never "one
prompt, ship it". This is the pipeline.
## 1. Define the style system BEFORE generating anything
Write down, once per app:
- **Style family**: flat-duotone / gradient-mesh / 3D-clay / paper-collage /
hand-drawn-ink / photographic. Pick ONE.
- **Palette**: 3–5 hexes lifted from the app's design tokens, including the
exact surface color assets will sit on.
- **Lighting/texture**: soft top-left studio light, matte, no specular — or
whatever fits; but the same words in every prompt.
- **Subject grammar**: mascot? abstract shapes? objects? People (and if so,
what rendering style)?
Every asset prompt = style system + subject. This is what makes 12 assets
read as one commissioned set instead of 12 stock images.
## 2. Generate with the best tool available
Use whatever image generation capability is present in your environment — an
imagegen tool, the Higgsfield MCP/CLI, or another state-of-the-art model.
Rules:
- **Highest quality settings, largest size**, then downscale. Target at least
2× the largest rendered size (an asset shown at 200 pt needs ≥ 1200 px for
@3x). Never upscale a small generation.
- Generate **3–4 candidates** per asset, pick the best, regenerate the rest of
the set to match the winner if the winner drifted in style.
- For icon sets and repeated elements, generate a **sheet** in one prompt
(same lighting/palette guaranteed), then slice.
- Backgrounds: ask for the exact surface hex as a solid background, or true
transparency if the tool supports it. Inspect edges at 400% — halos, matte
fringes, or JPEG blocking around the subject mean regenerate or run a
background-removal pass.
## 3. Prompt patterns that work
```
[subject], [style family] illustration, [palette words + hexes],
[lighting], solid background #0F0F13, centered composition,
generous negative space, app illustration, no text, no watermark
```
- Always append `no text` — models love baking in gibberish labels.
- For empty states: subject should be *quiet* (a resting object, a soft
scene), not a busy hero.
- For celebration/success: motion implied by composition (confetti arcs,
tilt), not literal speed lines.
- For onboarding heroes: leave the upper or lower third empty for the
headline; say so in the prompt ("composition weighted to bottom half").
## 4. Post-process
1. Trim to content + consistent padding.
2. Export @1x/@2x/@3x PNG (or a single high-res + let expo-image scale, for
full-bleed art). WebP for large photographic assets.
3. Verify on-device in BOTH themes: an asset generated on a dark ground often
shows a halo on light ground. If the app is dual-theme, either generate
theme twins or use assets on theme-invariant surfaces.
4. Check file sizes: a decorative illustration should not cost 2 MB. Target
< 200 KB per screen-level asset after compression.
## 5. App icon & store assets
- App icon: generate at 1024×1024, no transparency, no rounded corners (the
OS masks it). Test it at 60 px — if the concept dies small, simplify.
- Screenshot frames/marketing come later; do not let store-asset style drift
from in-app style.
## 6. Quality gate
Reject an asset if ANY of:
- Style drifts from the set (different lighting, palette, line weight)
- Halo/fringe on its background at 400% zoom
- Baked-in text or watermark artifacts
- Composition fights the layout (subject cropped by safe areas, focal point
under a button)
- Looks like clip-art / default-model-style with no art direction
references/motion.md›
# Motion — Reanimated patterns that read as native
Motion quality is judged in the first 10 seconds of using an app. This file is
the working reference for gesture-driven and system-driven animation.
## The two families of motion
| Family | Driver | Curve | Examples |
|---|---|---|---|
| **Responsive** (user is touching it) | Gesture position/velocity | Spring, seeded with gesture velocity | Sheet drag, swipe-to-dismiss, pull-to-refresh, card pan |
| **Narrative** (system initiated) | Time | `withTiming`, ease-out, 150–350 ms | Screen entrances, fades, reveals, toasts |
Mixing them up is the #1 tell of non-native motion: a sheet that closes on a
fixed 300 ms timing after a fling feels dead; a button that springs for 800 ms
on tap feels like a toy.
## Springs
```ts
// The designer form (duration is perceptual): critically damped, no oscillation
const SNAP = { duration: 400, dampingRatio: 1 };
// Playful: one soft overshoot — use sparingly (celebrations, mascots)
const POP = { duration: 400, dampingRatio: 0.8 };
offset.set(withSpring(dest, { ...SNAP, velocity: event.velocityY }));
```
- Always pass the **gesture velocity** into the spring when a gesture releases.
- One spring vocabulary per app. Define `SNAP`/`POP` once, import everywhere.
## Gesture → animation, all on the UI thread
```ts
const pan = Gesture.Pan()
.onChange((e) => { offset.set(offset.get() + e.changeY); }) // worklet
.onEnd((e) => {
const dismiss = offset.get() > H * 0.3 || e.velocityY > 800;
offset.set(withSpring(dismiss ? H : 0, { ...SNAP, velocity: e.velocityY }));
if (dismiss) scheduleOnRN(onClose); // react-native-worklets; replaces the deprecated runOnJS
});
```
Rules:
- Never read/write React state inside `onChange`. `scheduleOnRN` only at
gesture end, for navigation/effects — and read/write shared values with
`.get()`/`.set()`, never during render.
- Thresholds combine **distance OR velocity** — a fast flick from 10 px away
must dismiss.
- Interruptible: starting a new gesture mid-spring must grab the current
animated value, not the destination.
## Entrances, exits, layout
```tsx
<Animated.View
entering={FadeInDown.duration(220).springify().damping(30)}
exiting={FadeOut.duration(150)}
layout={LinearTransition.springify().damping(30)}
/>
```
- Stagger list entrances by index (`delay(index * 40)`), cap the stagger at
~8 items — beyond that, enter as a block.
- Exits are always faster than entrances (~0.7×).
- `layout` transitions on containers whose children reorder/resize — this is
what makes filter chips, expanding cards, and reordering lists feel expensive.
## Shared-element feel without shared elements
True shared-element transitions are still niche; fake the continuity:
- Keep the tapped thumbnail's position stable while the detail screen fades in
over it (measure with `measure()` in a worklet).
- Match corner radius and aspect ratio between the origin card and the
destination hero so the eye reads them as the same object.
## Scroll-linked effects
```ts
const y = useScrollViewOffset(scrollRef);
const headerStyle = useAnimatedStyle(() => ({
opacity: interpolate(y.value, [0, 64], [0, 1], Extrapolation.CLAMP),
transform: [{ translateY: interpolate(y.value, [-100, 0], [-50, 0], Extrapolation.CLAMP) }],
}));
```
Standard native behaviors worth reproducing exactly:
- Large title collapses into the nav bar between ~0 and ~52 pt of scroll.
- Content scrolling under a translucent bar gets a fade/blur mask, not a hard
clip.
- Overscroll stretch on hero images (`interpolate` negative offsets into scale).
## Reduce Motion
```ts
const reduceMotion = useReducedMotion(); // react-native-reanimated
// spatial → opacity-only
entering={reduceMotion ? FadeIn.duration(150) : SlideInDown.springify()}
```
Every spatial animation needs its cross-fade fallback. This is an accessibility
requirement, not a nice-to-have.
## Performance guardrails
- Animate only `transform` and `opacity` where possible; animating layout
props (width/height/padding) forces layout every frame.
- One `useAnimatedStyle` per animated node; don't share a giant style across
20 list items.
- Never allocate inside a worklet's hot path (no `.map`, no object spread per
frame).
- If a transition stutters: profile first (see performance.md) — the usual
culprits are a JS-thread stall from a heavy render committed mid-animation,
or an image decode on the UI thread.
references/native-controls.md›
# Native controls — use the platform's, wire them right
A native-feeling app is mostly assembled from controls the OS already ships.
Rebuild a control only when the design genuinely diverges — and then match the
platform's timing and haptics so it still reads as native.
## Control selection table
| Need | iOS | Android | Package |
|---|---|---|---|
| Toggle | Switch | Material Switch | `react-native` `Switch` (renders native on both) |
| Single choice, 2–5 options | Segmented control | Tabs / segmented buttons | `@react-native-segmented-control/segmented-control` |
| Value in a range | Slider | Material Slider | `@react-native-community/slider` |
| Date / time | Wheel or inline calendar | Material pickers | `@react-native-community/datetimepicker` (`display="inline"` for calendars on iOS) |
| Contextual actions | Context menu (long-press/tap) | Popup menu | `zeego` (native menus on both) — never a JS dropdown for item actions |
| Destructive confirm | Action sheet | Bottom sheet / dialog | `ActionSheetIOS` via `@expo/react-native-action-sheet` |
| Bottom sheet content | Detented sheet | Bottom sheet | `@gorhom/bottom-sheet` (see notes) |
| Search | Nav-bar integrated search | SearchView | Expo Router `headerSearchBarOptions` |
| Pull to refresh | UIRefreshControl | SwipeRefreshLayout | `RefreshControl` on the ScrollView/list |
| Haptics | UIImpactFeedbackGenerator | Vibrator | `expo-haptics` |
| In-app browser | SFSafariViewController | Custom Tabs | `expo-web-browser` |
## Menus (zeego / native context menus)
Item-level actions (rename, share, delete) belong in a native context menu
anchored to the element, with SF Symbols on iOS:
```tsx
<ContextMenu.Root>
<ContextMenu.Trigger>{card}</ContextMenu.Trigger>
<ContextMenu.Content>
<ContextMenu.Item key="share" onSelect={share}>
<ContextMenu.ItemTitle>Share</ContextMenu.ItemTitle>
<ContextMenu.ItemIcon ios={{ name: 'square.and.arrow.up' }} />
</ContextMenu.Item>
<ContextMenu.Item key="delete" destructive onSelect={confirmDelete}>
<ContextMenu.ItemTitle>Delete</ContextMenu.ItemTitle>
<ContextMenu.ItemIcon ios={{ name: 'trash' }} />
</ContextMenu.Item>
</ContextMenu.Content>
</ContextMenu.Root>
```
Destructive items: `destructive` role + a confirm step (action sheet), never a
bare tap-to-delete.
## Bottom sheets
- Detents should be content-derived (`enableDynamicSizing`) or the platform
set (medium/large) — arbitrary 37%/63% detents feel arbitrary.
- The sheet's drag must hand off to inner scroll correctly: use the
library's provided `BottomSheetScrollView`/`BottomSheetFlashList`, never a
plain ScrollView inside.
- Backdrop: fade in with sheet position (`interpolate` on `animatedIndex`),
tap-to-dismiss, and dim to the platform's standard (~40% black).
- Keyboard: `keyboardBlurBehavior="restore"`, and test with the keyboard up —
half the bottom-sheet bugs in the wild are keyboard interactions.
## Forms and inputs
- Labels above fields, not placeholders-as-labels.
- `keyboardType`, `autoComplete`, `textContentType` on every input — enables
autofill and the right keyboard. `textContentType="oneTimeCode"` for OTPs.
- Return-key chaining: `returnKeyType="next"` + focus the next field;
final field submits.
- Validate on blur or submit, never on keystroke; errors appear beneath the
field in the platform's error color and *stay* until fixed.
- Wrap forms in a keyboard-avoiding strategy you have actually tested
(`react-native-keyboard-controller` is the current best answer).
## Navigation patterns
- Stack for drill-in, tabs for top-level destinations, modal for
self-contained tasks. Do not put a back-navigable flow inside a modal deeper
than 2 steps — use a stack inside the modal with its own header.
- iOS: swipe-back must always work (don't block the interactive pop gesture).
- Tab bars: 3–5 items, SF Symbols with the filled variant for the active tab,
labels always on (icon-only tab bars fail recognition tests).
- Deep links: every screen reachable by URL via Expo Router's file routes.
## When you DO rebuild a control
Match the OS's numbers, not your instincts:
- iOS switch: thumb travel ~22 pt in ~0.2 s with a slight squish; haptic on
toggle.
- Pressed states: opacity 0.4 for plain-text buttons, scale 0.97 + slight
darken for filled buttons, spring back on release.
- Selection cells: checkmark animates in with a short fade+scale, row flashes
the selection color for ~150 ms.
- Always add the platform haptic the real control would emit.
references/performance.md›
# Performance — measure, fix, re-measure
Perceived quality is half design, half frame rate. This reference is the
method; never optimize on vibes.
## The loop
1. **Measure** a baseline for the exact interaction that feels bad (FPS during
the transition, TTI from cold start, commit counts during typing).
2. **Optimize** the one thing the measurement indicts.
3. **Re-measure** the same way.
4. **Validate** with a number: 45 → 60 fps, TTI 3.2 s → 1.8 s. No number, no
claim.
Do not recommend `useMemo`/`useCallback`/`React.memo` without profiler
evidence of wasted renders. Do not flag "stale closure risk" without a repro.
Measure the target interaction, not tree depth.
## FPS & re-renders (highest impact)
- Long or growable list on ScrollView → replace with FlashList. This single
swap fixes more RN jank than everything else combined.
- Re-render storms: profile with React DevTools; the classic causes are a
broad context/store consumed by leaves, inline object/array props into
memoized children, and parent state that should be local.
- Prefer atomic state (Zustand selectors, Jotai atoms) so a change re-renders
only its consumers.
- React Compiler: enable once profiling shows cascading re-renders; it
replaces most manual memoization. Watch for bailouts (mutations, non-plain
patterns) — a bailed-out hot component silently loses the win.
- `useDeferredValue` for expensive derived UI (filter results, search
highlighting) behind fast-changing inputs.
## Typing performance
Controlled TextInputs re-render the tree per keystroke. For search bars and
forms: uncontrolled inputs (`defaultValue` + `onChangeText` into a ref or
store), commit to state on submit/debounce.
## Startup / TTI
- Measure only cold starts, with `react-native-performance` markers.
- Native navigation (`react-native-screens`) enabled.
- Defer everything not needed for first paint: heavy SDK init, analytics,
below-the-fold data.
- Hermes: check bundle compression guidance for your RN version (mmap).
- Inspect the bundle when it grows: `npx react-native bundle … --dev false`
then `source-map-explorer`. Barrel imports (`import { x } from '@/components'`)
are the classic silent bloat — import from the source file.
## Memory
- Symptoms: growing RSS while navigating back and forth. Hunt JS leaks with
heap snapshots (retained listeners, intervals, subscriptions in effects
missing cleanup) before blaming native.
- Lists: `recyclingKey` on `expo-image` items, no inline closures capturing
huge parent scopes in `renderItem`.
## Animations
- Anything janky mid-gesture: confirm the animation runs as a worklet on the
UI thread; a single `runOnJS` in `onChange` is enough to ruin it.
- Heavy screens committed during a transition stall the JS thread and hitch
even UI-thread animations — defer the destination screen's expensive work
until `InteractionManager.runAfterInteractions` / after the transition ends.
## Budgets to hold
| Metric | Budget |
|---|---|
| Transition/gesture FPS | 60 (no dropped frames in the hero flow) |
| Cold-start TTI (mid-tier device) | < 2 s |
| Keystroke → echo | < 50 ms |
| List scroll (FlashList) | blank-cell-free at fling speed |
| JS bundle (initial) | watch the trend; investigate any +10% jump |
references/simulator-loop.md›
# The simulator loop — verification checklist & device matrix
A screen is finished when it survives this checklist on a real simulator, not
when the code compiles. Budget as many loop iterations as it takes; the goal
is "cannot find a flaw", not "looks fine".
## Loop mechanics
1. Launch on the iOS Simulator (primary) — `npx expo start` + `i`, or your
dev build. Android emulator second.
2. Screenshot the screen (simctl: `xcrun simctl io booted screenshot s.png`,
or your agent's screenshot tool). **Open the screenshot and study it** —
do not trust memory of what you wrote.
3. Interact: tap every control, type overlong text, background/foreground the
app, rotate if supported.
4. For motion: screen-record the ENTIRE flow
(`xcrun simctl io booted recordVideo m.mov`) — not just the hero
transition. Watch it at full speed for feel, then scrub frame by frame.
Stills cannot catch a one-frame flash, a dropped spring, or a keyboard
jump-cut; only the recording can.
5. Fix → relaunch → re-verify. Never batch more than a few fixes between
looks; regressions hide in batches.
If a UI-testing tool (e.g. Maestro) is available, script the flow's happy
path once it stabilizes — taps, assertions, screenshots — so later changes
re-verify for free.
## Per-screen checklist
**Layout**
- [ ] Nothing clipped by the Dynamic Island / status bar; scrolled content
passes *under* it with the intended fade/blur, not a hard edge
- [ ] Bottom CTA clears the home indicator (safe-area inset respected)
- [ ] Optical alignment: icons vs text baselines, centered things actually
look centered (check at 2× zoom)
- [ ] Spacing rhythm consistent (no rogue 13px gaps in an 8pt system)
- [ ] Long text: 2× length titles truncate/wrap by design, not by accident
- [ ] Empty state, loading state, error state each verified by forcing them
**Theming & type**
- [ ] Dark mode AND light mode screenshots taken and inspected
- [ ] Dynamic Type at XL: no overlap, no clipped labels
- [ ] Contrast: secondary text still readable in both themes
**Motion (evaluated on the full-flow recording, never on stills)**
- [ ] Entrance plays once, correctly, on first mount (and NOT again on
back-navigation)
- [ ] Gesture follows the finger 1:1; release springs with velocity;
cancelling mid-gesture settles cleanly
- [ ] Frame-by-frame: no pop at animation start/end, no double-render flash,
no one-frame white/wrong-theme/wrong-color frames during transitions
- [ ] Every modal/sheet cycle recorded: present, drag, dismiss, cancel —
smooth in both directions
- [ ] Keyboard appear AND dismiss recorded: layout glides with it, focused
input stays visible, nothing jump-cuts or reflows after settling
- [ ] Sustained 60 fps through every transition of the flow (measure with
the perf monitor / Instruments, don't eyeball)
- [ ] Reduce Motion enabled → spatial animations become fades
**Interaction**
- [ ] Every tappable ≥ 44pt; press states visible; haptics where native
controls would have them
- [ ] Keyboard: appears with the right type, doesn't cover the focused input,
dismisses sensibly
- [ ] Back gesture (iOS edge swipe) works everywhere it should
- [ ] Rapid double-taps don't double-navigate or double-submit
**State**
- [ ] Background the app mid-flow → return: state intact
- [ ] Kill and relaunch: persisted state restores, ephemeral state resets
- [ ] Offline: actions queue or fail loudly — never silently
## Device matrix (minimum)
| Profile | Why |
|---|---|
| Latest iPhone Pro (Dynamic Island) | Primary design target |
| iPhone SE-class (small, no island) | Layout compression + button reachability |
| Latest Pixel (Android) | Material behaviors, back gesture, font metrics |
| One tablet/iPad IF the app claims support | Otherwise explicitly letterbox |
Run the full checklist on the primary; on the others, verify layout,
safe areas, and the hero flow.
SKILL.md›
---
name: appllama-app-design-skill
description: Build native-feeling, benchmark-quality mobile app screens (Expo / React Native). Use when designing or implementing any mobile UI — screens, flows, onboarding, paywalls, tab bars, sheets, settings, empty states — or when polishing motion, navigation, typography, dark mode, or perceived performance. Enforces Apple HIG fidelity, semantic colors, native controls, anti-slop discipline, navigation semantics (push vs replace, modal vs sheet vs overlay, the one-way doors where back must not exist), purposeful Reanimated motion, a full-motion simulator-verified iteration loop, and a study-real-apps-first workflow (pairs with the Appllama MCP). Trigger on "build a screen", "make this screen better", "design the onboarding", "wire up this flow", "polish the UI", "make it feel native", or any mobile design/implementation task.
license: MIT
metadata:
author: Appllama (appllama.io)
version: 1.3.0
---
# Appllama App Design Skill
You are building screens that will sit on a phone next to the best-designed apps
in the world. The user will compare your output to those apps within seconds of
launching it. This skill defines the bar and the method for clearing it.
## The Prime Directive: study before you draw
Never design a screen from imagination when you can study how top apps solved
the same screen. Real, shipping, revenue-ranked apps encode thousands of hours
of design iteration and A/B testing. Your first move on any screen is research:
1. If the **Appllama MCP** is connected, pull real screens for the category and
screen type you are building (see the `appllama-usage` skill for the exact
research playbooks). Study 20–30 screens before writing a line of UI code.
2. Extract the **pattern, not the pixels**: layout skeleton, information
hierarchy, control choices, spacing rhythm, where the primary CTA sits, what
gets an illustration vs. plain text, how progress is communicated.
Note: every Appllama image and video carries a small Appllama watermark in
the top-left corner. It is provenance, not design — ignore it when reading
a screen (it may sit over the status bar or a back button) and never
reproduce it in anything you build.
3. Then design **your** screen: same proven skeleton, your product's voice.
Copying a competitor's screen 1:1 is both lazy and legally risky; shipping a
screen that ignores every convention users already know is worse.
## Platform baseline
Default stack assumptions (override only if the project already differs):
- **Expo + Expo Router**, React Native, TypeScript.
- `react-native-reanimated` for motion, `react-native-gesture-handler` for
gestures, `@shopify/flash-list` (or FlashList v2) for any list that can grow.
- `expo-image` for images (and SF Symbols via `source="sf:name"` on iOS),
`expo-video` / `expo-audio` (never the deprecated `expo-av`).
- `react-native-safe-area-context` for insets. Never hard-code notch numbers.
- `process.env.EXPO_OS` over `Platform.OS` for compile-time platform checks.
## Native fidelity laws
These are the details that separate "web page in a wrapper" from "native app".
Violating any of them is a finding, not a style preference.
1. **Semantic colors, both themes, day one.** Use system/semantic color tokens
(e.g. `Color` from `expo-router` on iOS: `Color.ios.label`,
`Color.ios.secondarySystemBackground`; Material dynamic colors on Android).
Every screen must render correctly in light AND dark before it is "done".
Never pass semantic color objects into Reanimated animated styles — resolve
to strings first.
2. **Native controls over rebuilt ones.** Switch, Slider, SegmentedControl,
context menus, date pickers: use the native control or a faithful wrapper.
A rebuilt toggle that animates 50 ms differently than iOS's reads as fake
instantly.
3. **SF Symbols / Material Symbols for iconography.** On iOS prefer SF Symbols
(`expo-image` with `sf:` sources, or `expo-symbols`); they inherit weight,
optical size, and Dynamic Type behavior. Do not mix three icon families on
one screen.
4. **Typography is hierarchy.** Use the platform type ramp (Large Title / Title
/ Headline / Body / Footnote on iOS). One display size per screen. Tabular
numerals (`fontVariant: ['tabular-nums']`) for anything that counts, times,
or prices. `Text selectable` on data users may want to copy.
5. **Continuous corners.** `borderCurve: 'continuous'` on every rounded
rectangle. Squircles are the single cheapest "feels iOS" win that exists.
6. **Shadows via CSS `boxShadow`**, not legacy `shadow*`/`elevation` props.
Shadows are for elevation logic, not decoration — one elevation system per
app.
7. **Spacing rhythm.** Pick a base unit (4 or 8) and never leave it. Prefer
flexbox `gap` over margin stacking. ScrollView padding goes in
`contentContainerStyle`, never on the ScrollView itself.
8. **Safe areas and the Dynamic Island are part of the design.** Screens must
be verified with content scrolled under the island / status bar (does the
blur/fade treatment hold?), with the home indicator (does the bottom CTA
clear it?), and in landscape if supported.
9. **Navigation titles belong to the navigator.** Use the stack's native title
(and large-title collapse behavior on iOS) rather than a hand-rolled header
whenever possible.
10. **Haptics are punctuation.** Selection tick when a value passes a step,
light impact when something snaps home, notification success/error for
outcomes — on the same frame as the visual, one per user action, never
the only feedback. Never on scroll, never in loops.
11. **Format numbers like a product, not a database**: 1.4M, 38k, $4.99. Trim
trailing zeros. Localize dates.
12. **Root scroll behavior**: screens that can ever overflow wrap content in a
ScrollView (first component in the route) with
`contentInsetAdjustmentBehavior="automatic"`. Use `useWindowDimensions`,
never `Dimensions.get()`.
## Navigation laws
Navigation is the part of a screen a screenshot can't show, and users feel
it in ten seconds. Every transition answers three questions: what is the
destination to here, must the user be able to come back, and what does back
(chevron, iOS edge swipe, Android hardware back) do afterwards.
1. **Push goes deeper, replace moves on.** `router.push` when the user will
want to return here; `router.replace` / `<Redirect>` when coming back
would land in a state the world has moved past; `router.dismissTo(href)`
for "finish this flow and land on X". Back undoes *navigation*, never
*events*.
2. **Presentation is meaning.** A self-contained task with steps →
`presentation: 'modal'` with its own stack and its own Cancel/Done; a
short interruption (picker, filters, item options) → `formSheet` with
detents, drag-to-dismiss; immersive content → `fullScreenModal` with an
explicit Close; something floating over a still-visible screen (confirm
card, lightbox, coach mark) → `transparentModal` overlay; destructive
confirms → action sheet; item actions → native context menu; share /
web / photo picking → the system controller, never a rebuilt route. A
sheet that grows a second step was a modal all along; if a link could
open it, it is a route, not a `useState` sheet.
3. **One-way doors leave the stack.** Sign-in on a wall app, finished
onboarding (Skip included), a purchase, a completed session: guard with
`Stack.Protected` and land with `replace`, so back can never re-enter
the old state — Android back from home exits the app, never shows
Login; a paid paywall never re-opens. But keep the user's *place*:
sign-in demanded by one action (save, follow, buy) is a modal over the
screen that completes the action where it was tapped, and a paywall
opened from a feature dismisses back onto the feature, unlocked — never
`replace('/(tabs)')` from there.
4. **Back is blocked in exactly two cases** — an irreversible request in
flight (seconds, with visible progress) and unsaved work in a modal
(ask first), both via `usePreventRemove` on the modal's root screen.
Transient in-screen state (selection mode, an expanded search, an open
in-screen sheet) consumes the first back, then back leaves. Anything
else that traps back — a funnel, a rating prompt — is a defect; the
edge swipe works everywhere else.
5. **Tabs are peers.** No slide between tabs, each tab keeps its own stack,
re-tapping the active tab pops to its root; full-attention screens
(composer, player, checkout) live in the root stack *above* the tabs.
Deep links land with a real stack underneath (`initialRouteName` /
`withAnchor`); cold start lands by state, splash held until session
state has resolved — never a Login flash before Home.
6. **Study the grammar, not just the pixels.** Walking a winning flow on
Appllama, note what each step *is* — push, modal, sheet — and copy that
consistency.
## Anti-slop laws
AI-built apps share a look, and users file it under "template" within seconds.
Each of these is a *default ban* — there is always an override when the brand
explicitly asks for the thing AND you can articulate why it fits this product.
1. **No AI-default styling.** Purple/indigo gradient CTAs with a glow,
glassmorphism on every card, mesh-gradient heroes, confetti for minor
events, sparkles in headings — that is the model's house style, not
design. Your palette, materials, and layout come from the reference
screens you studied, never from the priors you'd reach for unprompted.
2. **One accent, locked.** Pick one accent color and it is THE accent on
every screen — no blue CTA on one screen and teal on the next, no new hue
appearing in screen seven. Neutrals carry the app; the accent is spent
where the money is (primary action, active state, progress).
3. **One grey family.** Warm greys or cool greys — never both in one app.
4. **Shape lock.** One corner-radius scale, stated as a rule ("actions are
pills, cards 16, inputs 8") and never violated. Mixed radii without a
stated rule read as assembled-from-parts.
5. **No emoji as iconography.** Icons are SF Symbols / Material Symbols
(fidelity law 3). Emoji appear only when the product's voice is genuinely
chat-native or playful — sparingly, in content, never in chrome.
6. **One label per intent.** "Get started", "Start now", and "Begin" are the
same intent — pick one phrasing and use it everywhere it appears.
7. **Emphasis stays in the family.** Emphasize a word with weight or italic
of the same typeface; injecting a serif word into a sans headline (or vice
versa) for visual interest is amateur.
8. **Ship full state cycles, not the happy path.** Static-successful-state-
only is the default failure mode: skeletons must match the final layout's
shape, empty states are composed (and say how to fill them), errors are
inline and specific.
9. **The slop pre-flight is mechanical.** Before any flow reaches the
simulator pass, count: distinct accent hues (must be 1), distinct corner
radii (all from the stated scale), emoji in UI chrome (0), gradients
without a brand reason (0), duplicate labels for one intent (0). A failed
count is a fix, not a judgment call.
## Motion laws
Motion is the highest-leverage polish surface and the easiest to overdo.
Decide in this order:
- **The frequency gate comes first.** Met 100+ times a day (tab switch,
keyboard, scroll, back) → the platform default and nothing else; tens a
day (press, row select) → near-imperceptible, under 150 ms; occasional
(sheets, modals, toasts) → standard motion; delight only on rare,
first-time moments. Tabs never slide; screen transitions stay native.
Passing this gate with zero lines of code is a success — when unsure,
the strongest move is to delete the animation.
- **Name the purpose in one word** — feedback, spatial continuity, state
change, preventing a jarring cut, explanation, delight — or don't build
it. Data the user is reading never moves for style.
- **If a finger was involved, it's a spring.** Start from the live value
(capture it on grab), hand the release velocity into the spring, pick
the target from projected momentum so a flick commits, rubber-band past
boundaries, stay grabbable mid-flight. One vocabulary per app —
`{ duration: 400, dampingRatio: 1 }` to settle, `{ 300, 0.8 }` for
sheets — and bounce only when the gesture carried momentum.
- **Everything else is timing, under 300 ms, strong ease-out**
(`Easing.bezier(0.23, 1, 0.32, 1)` — built-in curves are too weak; never
ease-in on an entrance). Press feedback lands on press-*in*, 100–150 ms:
scale 0.97 on buttons and cards, a background highlight (never scale) on
list rows, opacity on bar buttons. Exits are faster than entrances and
leave the way they came in; enter from `scale(0.95)` + fade, never
`scale(0)`; menus grow from their trigger (centered modals exempt).
- **Gesture → animation never hops the JS thread.** Worklets + shared
values (`.get()`/`.set()`; `scheduleOnRN` — Reanimated 4's `runOnJS` —
only at gesture end), `transform`/`opacity` only, no `entering` on
recycled list rows, never animate a header's height (translate inside a
fixed clip), keyboard-tracking UI via `react-native-keyboard-controller`
— never a keyboard listener plus a guessed duration.
- **Respect Reduce Motion**: your spatial motion collapses to cross-fades;
native transitions stay the system's.
- The bar: 60 fps through the hero flow, measured on a **release build on
the slowest device you support** — Expo Go and dev builds hide exactly
the jank you're hunting
([references/performance.md](references/performance.md)). Watch the
recording once for feel, once frame by frame, and again next day with
fresh eyes.
## State architecture
Screens that feel great are screens whose state is boring:
- **Server state** in TanStack Query (or the project's equivalent): caching,
retries, optimistic updates. Never `useEffect`+`fetch`.
- **Client state** in a small atomic store (Zustand/Jotai). Broad "app state"
contexts cause the re-render cascades that make UIs feel heavy.
- **Ephemeral UI state** (open/closed, focus, scroll) stays local to the
component.
- **Optimistic by default**: taps reflect instantly, reconcile in the
background, roll back loudly on failure.
- Uncontrolled `TextInput`s for high-frequency typing surfaces; controlled
inputs are a top-3 cause of typing jank.
- Persist tiny client state in MMKV, not AsyncStorage, when latency shows.
## Perceived performance
- Skeletons only for content whose shape you know; otherwise progressive
reveal. Never a full-screen spinner for a partial update.
- FlashList for every list; give stable keys.
- Preload the next screen's data on press-in, not on navigation-complete.
- Images: right-size sources, `expo-image` with `recyclingKey` in lists,
thumbhash/blurhash placeholders.
- Cold-start TTI and bundle discipline live in
[references/performance.md](references/performance.md) — apply the
measure → optimize → re-measure loop, never blind memoization.
## Image & illustration assets
When a screen calls for illustration, empty-state art, hero imagery, or icons
beyond the symbol set:
- Generate assets with the **best image model available to you** (e.g. an
imagegen tool or the Higgsfield MCP/CLI if connected) at the **highest
quality settings**, then downscale to @1x/@2x/@3x. Never upscale.
- One visual language per app: pick a style (gradient-mesh, flat-duotone,
3D-clay, hand-drawn, mascot style) and generate ALL assets in that same style, same
palette, same lighting. A mixed-style asset set reads as template slop.
- Prompt for **transparent or solid-flat backgrounds** matched to your surface
color; composite artifacts (white halos, wrong-color mattes) are an
automatic redo.
- Full asset pipeline and prompt patterns:
[references/image-assets.md](references/image-assets.md).
## The simulator loop (non-negotiable)
A screen does not exist until you have seen it running. The loop:
1. Implement → launch in the iOS Simulator (or Android emulator).
2. Screenshot and **actually look**: alignment, optical centering, spacing
rhythm, truncation with long content, dark mode, Dynamic Type at XL.
3. Run the **full-motion pass** below — screenshots prove layout; they prove
nothing about motion.
4. Fix, relaunch, re-verify. Repeat until you cannot find a defect — then run
the checklist in [references/simulator-loop.md](references/simulator-loop.md)
once more.
Do not declare a screen finished from code review alone. Do not stop at "looks
fine" — stop at "cannot find a flaw at 100% zoom".
### The full-motion pass (mandatory, per flow)
Every flow is evaluated as **moving pictures in the simulator, never as
stills**. Screen-record the entire flow end to end
(`xcrun simctl io booted recordVideo flow.mov`), exercising ALL of it:
- every screen transition, push/pop, tab switch
- every back path — chevron, edge swipe, Android hardware back — and, after
each one-way door (sign-in, onboarding done, purchase, finished session),
an attempt to go back that must fail to re-enter the old state
- every modal and sheet: present, drag, dismiss — and cancel mid-drag
- the keyboard, both directions: appear (does the layout glide, is the
focused input visible?) and dismiss (does anything jump-cut?)
- every user interaction: press states, gesture follow-through, interrupted
gestures, rapid taps, scroll flings at the extremes
Watch the recording **twice**: once at full speed for feel, once scrubbing
frame by frame. You are hunting:
- dropped or stuttered frames — the bar is a sustained **60 fps** through
every transition, measured, not vibed
- one-frame flashes: white/unstyled first paint, wrong-theme frames mid-
transition, color pops where a surface briefly renders the wrong token
- layout jumps, double-render pops, springs that clip or overshoot into
content, elements that reflow after appearing
The whole recording must play like one native piece — smooth end to end,
zero UX glitches. One glitchy frame means the flow is not done.
## Definition of done, per screen
- [ ] Studied 10+ real reference screens for this screen type (via Appllama
MCP when available) and can name the pattern you adopted
- [ ] Navigation answered: what this screen *is* (push / modal / sheet /
overlay / replace), what back does from it on iOS and Android, and —
behind a one-way door — that back cannot re-enter the old state
- [ ] Light + dark mode verified in the simulator
- [ ] Safe areas / Dynamic Island / home indicator verified
- [ ] Long-content, empty, loading, and error states designed — not defaulted
- [ ] Motion: the full flow screen-recorded and scrubbed — entrances,
presses, transitions, modals, keyboard — native feel, zero glitch or
wrong-color frames; Reduce Motion respected; 60 fps measured on a
release build on the slowest supported device
- [ ] Dynamic Type XL doesn't break layout; text is selectable where useful
- [ ] All tap targets ≥ 44pt; contrast passes in both themes
- [ ] Assets: single style family, crisp at @3x, no compositing halos
- [ ] List surfaces virtualized; no controlled-input jank; no re-render storms
(profiled, not guessed)
## References
| File | Load when |
|---|---|
| [references/native-controls.md](references/native-controls.md) | Choosing/wiring iOS+Android native controls, menus, pickers, sheets |
| [references/motion.md](references/motion.md) | Any Reanimated work: gestures, transitions, springs, layout animations |
| [references/performance.md](references/performance.md) | Jank, slow TTI, big bundles, memory leaks, profiling method |
| [references/image-assets.md](references/image-assets.md) | Generating illustrations/icons/hero art with image models |
| [references/simulator-loop.md](references/simulator-loop.md) | Final verification checklist + device matrix |