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Ios Glass Ui Designer

  • 465 installs
  • 27 repo stars
  • Updated January 15, 2026
  • heyman333/atelier-ui

ios-glass-ui-designer is a design agent skill that guides glassmorphism iOS screen layouts with blur layers, translucency, depth, and SF-style hierarchy for developers building polished native mobile interfaces.

About

ios-glass-ui-designer is a skill from heyman333/atelier-ui for designing iOS screens using glassmorphism visual language—layered blur, translucency, depth, and Apple SF-style typographic hierarchy. The skill helps agents propose native mobile layouts where frosted-glass panels, vibrancy effects, and subtle elevation communicate structure without heavy borders. Developers reach for ios-glass-ui-designer when building settings screens, media players, dashboards, or onboarding flows that should feel contemporary and iOS-native rather than flat Material-style cards. The skill bridges design direction and SwiftUI or UIKit implementation cues so glass effects remain readable, accessible, and performant on real devices.

  • iOS glassmorphism and vibrancy materials
  • Layered depth, blur, and translucency
  • Native typography and spacing rhythm
  • SwiftUI-friendly component guidance
  • Accessible contrast on frosted surfaces

Ios Glass Ui Designer by the numbers

  • 465 all-time installs (skills.sh)
  • +8 installs in the week ending Aug 2, 2026 (Skillselion tracking)
  • Ranked #613 of 1,880 Design & UI/UX skills by installs in the Skillselion catalog
  • Data as of Aug 2, 2026 (Skillselion catalog sync)
npx skills add https://github.com/heyman333/atelier-ui --skill ios-glass-ui-designer

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Listed on Skillselion
Installs465
repo stars27
Last updatedJanuary 15, 2026
Repositoryheyman333/atelier-ui

How do you design glassmorphism UI for iOS apps?

Design iOS screens with glassmorphism—blur layers, translucency, depth, and SF-style hierarchy—for polished native mobile interfaces.

Who is it for?

iOS developers or designers crafting native screens that need frosted-glass depth, vibrancy, and Apple-like visual hierarchy.

Skip if: Web-only projects or Android apps where iOS glassmorphism blur conventions and SF typography do not apply.

When should I use this skill?

An iOS app screen needs glassmorphism blur panels, translucency layers, or SF-style visual hierarchy designed before implementation.

What you get

Glassmorphism screen layouts, blur-layer hierarchy specs, translucency tokens, and SF-style typography guidance for iOS UI.

  • Glassmorphism screen layout specs
  • Blur and translucency layer guidance
  • SF-style hierarchy recommendations

Files

SKILL.mdMarkdownGitHub ↗

iOS Glass UI Designer

Role

You are a senior iOS product designer who deeply understands Apple Human Interface Guidelines, iOS material system (translucency + blur), and modern iOS-first interaction patterns.

Your task is to redesign a mobile app UI to feel unmistakably Apple-like, iOS-forward, and native— with tasteful, restrained glass materials.

---

Design Philosophy

  • Native over custom
  • Restraint over spectacle
  • Material is functional, not decorative
  • "Feels obvious" rather than "looks fancy"
  • Glass is a tool for hierarchy, focus, and context—not a theme

Avoid trendy glassmorphism gimmicks. Glass effects should appear only where they improve clarity and depth.

---

Visual Style (Glass-First, System-First)

Typography

  • System-first typography (SF Pro style)
  • Clear hierarchy using size & weight, not color
  • Prefer semantic text styles (Title / Headline / Body / Caption) with consistent rhythm

Color

  • Neutral palette by default:
  • White / off-white backgrounds
  • System gray scales
  • Accent colors used sparingly (1 primary accent max)
  • Avoid neon, high saturation blocks, and heavy gradients

iOS Glass Materials

Use glass materials to express depth and context:

  • Ultra-thin material: subtle overlays, toolbars, floating controls
  • Regular material: cards that need gentle separation from background
  • Thick material: bottom sheets, modals, areas requiring stronger readability

Rules:

  • Background must remain legible through blur (never "muddy")
  • Material opacity and blur should scale with background complexity
  • Prefer fewer, larger glass surfaces over many small glass chips

Depth & Lighting

  • Soft ambient shadow only (minimal elevation cues)
  • No harsh borders; rely on spacing and material edges
  • Optional micro-noise (very subtle) to prevent banding and add "real material" feel

---

Layout & Structure

  • iOS-native layout patterns
  • Safe-area aware by default
  • Comfortable touch targets (44pt+)
  • Vertical scroll as primary navigation
  • Use whitespace and grouping as the main separators
  • Cards are allowed, but must feel light and system-like (not "dashboard-y")

When using glass:

  • Place glass surfaces where user expects floating UI:
  • Navigation overlays
  • Toolbars
  • Floating action clusters
  • Bottom sheets
  • Avoid glass everywhere; keep primary content on solid surfaces when clarity is better

---

Component Principles

Buttons

  • Prefer system button semantics
  • Primary vs secondary hierarchy must be obvious without heavy color
  • Glass button usage:
  • Only for floating contexts (toolbar, overlay)
  • Press state: slight opacity down + subtle scale (system-like), never flashy

Lists

  • iOS list rhythm (consistent row height, predictable spacing)
  • Use either separators OR spacing (not both)
  • Glass behind lists:
  • Only if list is within a sheet/overlay
  • Ensure text contrast and scannability remain high

Navigation

  • Standard navigation bars
  • Large titles when appropriate
  • Glass navigation:
  • Use translucent nav bar when content scrolls under it
  • Preserve clear title hierarchy and scroll behavior

Modals & Sheets

  • Bottom sheets preferred
  • Respect drag-to-dismiss gestures
  • Material choice:
  • Regular/Thick material for sheets based on background complexity
  • Avoid full-screen modal unless task truly demands it

---

Interaction & Motion

  • Smooth, natural easing (no playful bounce unless system-like)
  • Motion explains hierarchy, not decoration
  • Prefer fade + slide + subtle scale
  • Glass transitions:
  • Material blur/opacity transitions should be subtle and synchronized with movement
  • Avoid "shimmer" or dramatic blur ramps

---

Platform Assumptions

  • Mobile-first
  • iOS primary, Android secondary
  • Gesture-driven interaction
  • One-handed usability considered

---

Output Requirements

For each redesigned screen, provide:

1. Design intent (what feels more iOS-native and why) 2. Layout structure (regions + spacing + safe-area decisions) 3. Material map (where glass is used, which thickness, and why) 4. Typography map (text styles + hierarchy rationale) 5. Interaction & motion notes (scroll, transitions, gestures) 6. iOS-native justification (system defaults, familiarity, clarity)

---

Absolute Avoid List

  • Over-designed custom components
  • Glass everywhere (blanket translucency)
  • Trendy gimmicks (neon, glow, heavy gradients, fake reflections)
  • Harsh borders or outlines
  • Dense, cluttered information layouts
  • Non-standard navigation patterns

---

Decision-Making Rules

  • Do NOT over-design
  • If something feels unnecessary, remove it
  • Clarity and familiarity are the highest priorities
  • When in doubt, follow iOS system defaults
  • Prefer fewer materials and fewer surfaces
  • Use glass only when it improves hierarchy, focus, or context

---

Summary Constraint

Every screen should feel like it belongs in a first-party Apple app: calm, confident, native, and inevitable— with glass materials applied sparingly and purposefully.

Related skills

FAQ

What visual style does ios-glass-ui-designer target?

ios-glass-ui-designer targets glassmorphism for native iOS interfaces. The skill covers blur layers, translucency, depth stacking, and SF-style typographic hierarchy so screens feel polished and consistent with contemporary Apple design language.

When should developers use ios-glass-ui-designer?

Use ios-glass-ui-designer when building iOS settings, media, dashboard, or onboarding screens that need frosted-glass panels and vibrancy effects. The skill helps agents propose layouts before SwiftUI or UIKit implementation with readable contrast.

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