SuperAPI AI Directory

apple-design-materials

Design & creation

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Updated 10-16 04:13

About this skill

Apple Design — Materials & Iconography

Apple's surface character: translucent glass materials, and the icon/symbol system.

When to use

  • Building a frosted/glass panel, nav, sheet, or the Liquid Glass look.
  • Designing an app icon (the squircle is not a plain rounded rectangle).
  • Using or imitating SF Symbols.

Core rules

  • Glass is a layer, not a paint. It samples + blurs what's behind, then tints with vibrant labels. Web approximation: backdrop-filter: blur() saturate() + a translucent fill + a light top-edge highlight. CSS can't do Apple's real-time lensing/refraction — approximate, don't pretend.
  • Never stack glass on glass, and never put low-contrast text on a busy translucent area. Always provide a prefers-reduced-transparency opaque fallback.
  • The squircle is a G2 continuous-curvature shape (community-reverse-engineered Bézier), not border-radius. Use clip-path/SVG, or corner-shape: squircle (Chrome 139+, not yet Safari/Firefox).
  • SF Symbols match font weight + optical size; pick one rendering mode (monochrome / hierarchical / palette / multicolor) deliberately. Don't multicolor everything.

References

File Use for
references/materials-liquid-glass.md System material names, Liquid Glass behaviors, CSS glass recipes, SwiftUI .glassEffect(), fidelity limits
references/iconography-sf-symbols.md Squircle math + CSS/SVG, icon grid, SF Symbols weights/scales/modes/effects

Common mistakes

  • Over-blurring everything; glass-on-glass; ignoring reduce-transparency.
  • Simple border-radius instead of continuous corners; off-grid icon art.
  • Mismatched symbol weight vs adjacent text; multicolor overuse.

Related: the material's color/contrast → apple-design-foundations · glass under reduce-transparency → apple-design-tactics.