Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add ericrisco/rsc-harness --skill apple-designgit clone --depth 1 https://github.com/ericrisco/rsc-harnessWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/ericrisco/rsc-harness/apple-design)<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/apple-design"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/apple-design/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/apple-design"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/apple-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00068 | $0.05367 |
| Opus 5 | $0.00034 | $0.02684 |
| Sonnet 5 | $0.00014 | $0.01073 |
| Haiku 4.5 | $0.00007 | $0.00537 |
Grade A, and why
apple-design scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
89% identical to apple-design — 21 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 302 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Apple Design
Hand-offs. Curves, durations and the build itself are ../animate/SKILL.md's — this file owns
the physics and materials, not the CSS token table. The visual system and brand grounding are
../design/SKILL.md's. Native Swift work is ../swift-ios/SKILL.md's (platform) and
../write-swift/SKILL.md's (language); everything here is the web translation of Apple's talks.
How Apple builds interfaces that stop feeling like a computer and start feeling like an extension of you. This knowledge comes from Apple's WWDC design talks — chiefly Designing Fluid Interfaces (WWDC 2018) — distilled and translated into the web platform (CSS, Pointer Events, requestAnimationFrame, spring libraries like Motion/Framer Motion).
The through-line: an interface feels alive when motion starts from the current on-screen value, inherits the user's velocity, projects momentum forward, and can be grabbed and reversed at any instant. Springs are the tool that makes all of this natural, because they are inherently interruptible and velocity-aware.
The Core Idea
"When we align the interface to the way we think and move, something magical happens — it stops feeling like a computer and starts feeling like a seamless extension of us."
An interface is fluid when it behaves like the physical world: things respond instantly, move continuously, carry momentum, resist at boundaries, and can be redirected mid-motion. Everything below is a way to get closer to that.
Apple frames design as serving four human needs: safety/predictability, understanding, achievement, and joy. Every rule here serves one of them.
1. Response — kill latency
The moment lag appears, the feeling of directness "falls off a cliff." Response is the foundation everything else is built on.
- Respond on pointer-down, not on release. Highlight a button the instant it's pressed. Waiting for
click/touch-up to show feedback feels dead. - Be vigilant about every latency. Audit debounces, artificial timers, transition waits, and the ~300ms tap delay. Anything on the input path that isn't essential is a regression.
- Feedback must be continuous during the interaction, not just at the end. For a drag, slider, or drawer, update the UI 1:1 with the pointer the whole way through — never animate only when the gesture completes.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 9d ago First seen · 302 lines · 68 tokens per session scan A d662b80dbf2c
apple-design is a skill published in the GitHub repository ericrisco/rsc-harness (74 stars, last pushed yesterday), licensed MIT. It adds 68 tokens to every session and 5,367 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to apple-design, differing in 21 lines, and is treated as a copy.
Other skills, from other repositories
animation-motion-design
Animation and motion design patterns using Motion library (formerly Framer Motion) and View Transitions API. Use when implementing component animations, page transitions, micro-interactions, gesture-driven UIs, or ensuring motion accessibility with prefers-reduced-motion.
make-interfaces-feel-better
Use when building or reviewing UI polish: typography, hit areas, nested radius, optical alignment, shadows, media outlines, micro-interactions, and animation performance.
qa-design
UI/UX design audit and verification of web best practices, including responsive/mobile-first breakpoints. Trigger when the user wants to audit the design, verify the UI/UX, check responsive behaviour, or improve the user interface.
dev-frontend-design
Distinctive UI design with strong art direction. Trigger when the user wants to create an interface, a landing page, a visual component, or when frontend code creation is detected without a defined design direction.
dev-shadcn
Integration and customization of shadcn/ui (copy-paste React components, Radix + Tailwind). Trigger when the user wants to install shadcn, add components, customize the theme, or when shadcn/ui usage is detected in the project.
frontend-skill
Use when the task asks for a visually strong landing page, website, app, prototype, demo, or game UI. This skill enforces restrained composition, image-led hierarchy, cohesive content structure, and tasteful motion while avoiding generic cards, weak branding, and UI clutter.