Claude Skill

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, gestures, navigation, typography, dark m

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Part of appllama/appllama-skills — 2 skills

Install

skills CLI npx skills add https://github.com/Appllama/appllama-skills/tree/main/skills/appllama-app-design-skill
Claude Code claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install appllama-appllama-skills@llmmart
Git git clone https://github.com/Appllama/appllama-skills.git

The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole appllama/appllama-skills collection as a plugin from our marketplace. Git is the plain clone.

Skill manifest

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). 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 TextInputs 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 — 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.

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 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 Choosing/wiring iOS+Android native controls, menus, pickers, sheets
references/motion.md Any Reanimated work: gestures, transitions, springs, layout animations
references/performance.md Jank, slow TTI, big bundles, memory leaks, profiling method
references/image-assets.md Generating illustrations/icons/hero art with image models
references/simulator-loop.md Final verification checklist + device matrix
Files (appllama-skills)
  • references
    • image-assets.md 3.5 KB
      # 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
      
    • motion.md 4.4 KB
      # 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.
      
    • native-controls.md 4.5 KB
      # 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.
      
    • performance.md 3.2 KB
      # 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 |
      
    • simulator-loop.md 3.9 KB
      # 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 19.7 KB
    ---
    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 |
    

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