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Mobile Design System

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rikucherry1993
mobile-design-system

Bootstrap a complete, extendable design system for a BRAND-NEW mobile app and let the user pick a theme fast. The reference guideline is chosen by target platform — Android → Material Design, iOS → Apple HIG, cross-platform → Material Design + MUI — and is used for how it divides design tokens and components. Produces a token layer (color/spacing/typography/radii/elevation) and a full listing of every component (atomic + composed), delivered as an interactive HTML living style guide with a Figma-style Dev Mode inspector and per-component "Copy as prompt" buttons, plus a two-screen concept mockup (subjects drawn from the app's purpose) showing how the components compose into a screen — so the user can quickly decide to KEEP the theme or SWITCH to a freshly generated one, which is cheap because only the token layer changes. Accepts multimodal input (screenshots, images, reference URLs, brand colors) to derive the theme, and never infers the app's purpose from the folder/repo. Framework-agnostic (Flutter, React Native, SwiftUI, Jetpack Compose, Web) with no default framework. Use when starting a new mobile app from scratch and the user wants tokens + a component catalogue and a quick theme direction.

Overview

Publisherrikucherry1993
Repositorymobile-design-system-skill
Skill namemobile-design-system
Stars
4
Forks
0
Bundled files
11
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 11 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by rikucherry1993 on GitHub. Read the source before you install it.

Installation

Install the Mobile Design System AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/rikucherry1993/mobile-design-system-skill/tree/main/skills/mobile-design-system
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/rikucherry1993/mobile-design-system-skill.git /tmp/mobile-design-system-skill
mkdir -p .claude/skills
cp -r /tmp/mobile-design-system-skill/skills/mobile-design-system .claude/skills/mobile-design-system
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Mobile Design System in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Mobile Design System on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Mobile Design System is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Mobile Design System Generator

Generate a coherent, principled, extendable design system for a brand-new mobile app and ship it as a self-contained, interactive HTML living style guide so the user can pick a theme fast and any agent can later implement it in any language.

This skill is for greenfield apps only. We do not handle migrating an existing design or mirroring an existing codebase into a new design system, and we do not design specific screens or screen-to-screen flows. The job is: design tokens + a full listing of all components, plus a two-screen concept mockup (a first view + a detail page) that shows how those components combine into real screens.

When to use

  • A new mobile app is starting and there is no design system yet.
  • The user wants to choose a theme direction quickly (palette, type, shape, density) and get a ready-to-extend token layer + component catalogue.

Out of scope: migrating from an existing design, reverse-engineering an existing app's UI into a DS, laying out real product screens, or wiring multi-screen navigation/prototypes.

Working rules

  • App purpose, audience, platform, and theme come only from the user's input or explicit confirmation — not from the folder name, repo, surrounding files, or git. The only thing you take from the environment is where to write the output folder.
  • Do not narrate or justify your process. Just ask the question or do the work — don't preface it with what you will or won't do, or why.

Inputs to gather (ask only what's missing)

Gather these through interactive AskUserQuestion prompts, never as a plain-text numbered list for the user to answer in prose. Each question gives the user a real input box (the free-text field), so they can type as much as they want. Ask open-ended things as one open question at a time — frame quick-pick options where they genuinely help, but always rely on the free-text input for the substance. Don't cram several questions into one wall of text.

What to find out:

  1. App purpose / what it is — what the app does and who it's for. Ask this first if unknown, as a single open question with a free-text box. Drives the theme options and the concept-mockup subject.

  2. Target platform — selects the reference guideline:

    • Android → reference Material Design (Material 3)
    • iOS → reference Apple Human Interface Guidelines (HIG)
    • Cross-platform → reference Material Design + MUI (Material's tokens/components, with MUI's pragmatic component breakdown for a single shared language)

    "Reference" here means: follow how that guideline divides design tokens and components — which token groups exist, what the semantic roles are, which atomic vs composed components are canonical, and how they are named. It does not mean copying that guideline's exact look.

  3. Visual references / style brief (multimodal — see below): any mix of adjectives, hard constraints ("rounded, flat, no black outlines, blue-toned"), brand/primary color, light/dark, plus images and links the user provides. This is the "pick a theme fast" part.

  4. Density / audience if relevant (compact vs comfortable; accessibility needs).

  5. Primary app language — app copy defaults to English; ask once if another primary language (e.g. Chinese/Japanese) is required. It drives the reading face and the concept's sample copy.

  6. Eventual framework (Flutter / RN / SwiftUI / Compose / Web) — optional, and not assumed. The HTML is the source of truth; components are implementable in any language via Copy as prompt. There is no default framework — if the user names one, surface it first in the Copy-as-prompt selector; if not, leave the selector platform-neutral, don't pick Flutter for them.

For anything not answered, pick a sensible default and proceed. Ask only questions that change the design system — aim for a handful, never an interview. Infer neutral sample content from the app's purpose instead of asking about funnels, purchase steps, navigation trees, feature priorities or business metrics.

Multimodal visual input (accept and use it)

The theme brief can arrive as more than words. Actively accept and incorporate:

  • Images / screenshots / photos / mockups the user pastes or points to a path → Read them all together and note what is actually visible: palette, type feel, spacing/composition, imagery/material, icons/shapes, density, mood. Record observations, not invented facts.
  • URLs — a website, a Dribbble/Behance/Figma/Pinterest link, a competitor app page, a brand site → WebFetch the page to pull colors, tone, and structure cues. (Load WebFetch via ToolSearch if needed.) If a link can't be fetched, ask the user to describe it or attach a screenshot.
  • Other visual references — a brand palette, a moodboard, an existing logo.

Ask what to borrow — once. Extracted attributes are observations, not approval. After reading the references, ask ONE multi-select AskUserQuestion: which qualities should transfer — color, typography, spacing/composition, imagery/material, icons/shapes. Skip it if the user already said what to borrow. Don't add separate per-image questions. A reference may constrain some dimensions while leaving others open; only the chosen qualities transfer.

Translate every borrowed quality into token and composition decisions (hierarchy, proportion, color roles, radii, elevation, type), never a pixel-copy. For an architectural cue, carry over its spatial consequence, not only its palette. Never copy a competitor's identity, and don't treat a reference image as a licensed asset for the output. If references conflict or are ambiguous, summarize what you extracted and confirm before building. If no visual reference is given, work from the worded brief plus the app purpose, and say the directions are exploratory.

Generate theme options dynamically (do NOT offer a fixed menu)

The style choices you present are never a hardcoded list. Read references/art-direction.md first — it is the method. Then generate 2–3 candidate theme directions on the fly from the actual inputs — the app's purpose, audience, platform, language, and the reference qualities the user chose to borrow.

  • Separate facts from inferences. Keep what the user stated (and any pinned brand color/font) fixed across all candidates; don't infer a demographic stereotype ("young" ≠ cartoon type and three saturated accents; "mature" ≠ neutral serif minimalism).
  • Each direction is a proposition, not a palette: one sentence "For [task/audience], [visual treatment] makes [benefit] visible", plus its hierarchy, color roles, reading face, image treatment, and what stays quiet. Then its seed color, shape language, elevation (flat / hairline / tonal / shadow), icon family, and density.
  • Visibly different, same brief. Each pair of candidates differs in at least two visual dimensions (palette treatment, type scale/weight, spacing, image treatment, geometry, icon character, depth). A different business flow or rearranged copy is not a different direction.
  • Name directions by visual identity (e.g. "Quiet grid, ink accent") and state each one's visible difference and main tradeoff, plus its reference basis (design-principles.md §8).
  • If the user already fixed the whole system, or gave one clear direction, skip the menu: offer one faithful direction and confirm it.

Present them with AskUserQuestion (use option previews for a tiny swatch/word sketch of the proposition, palette, type and shape). Whatever they pick becomes the :root token set.

Ground the directions in real design knowledge — strongly prefer reading references/style-color-library.md before you write tokens. It's not mandatory, but on any brief that isn't already pinned to exact colours you should actually open the file and use it: map the user's hint (a style word, era, mood, brand, architect, screenshot/URL) to its style archetypes (Scandinavian, Swiss, Bauhaus, mid-century, brutalist, editorial, Japandi…) and derive the palette with one of its authoritative methods (OKLCH/HCT tonal ramp from the seed, or a named system like Radix/Open Color, ColorBrewer, Le Corbusier's Polychromie, traditional palettes) rather than eyeballing hexes. This is what makes the result feel professionally grounded instead of arbitrary.

  • When to lean on it hardest: vague/short briefs ("make it calm / architectural / mid-century / premium") — that's where the library does the most work.
  • When to defer: if the user gives concrete brand colours, those win — use the library only for the neighbouring decisions (neutral tint, accent harmony, shape/type), don't override their hues.
  • It's a backstop database — never lecture the user with the vocabulary or citations; just let it shape the token values. Surface a term only if it actually helps the user decide.
  • Self-check: after picking a direction you should be able to name, to yourself, the archetype, the colour-derivation method you drew on, and where it is visible in the concept. If you can't, you didn't really use it — go read it.

Design principles — read references/design-principles.md

Pick the reference guideline by platform (above), then obey general usability on top of it: WCAG contrast, ≥44–48dp touch targets, a single spacing scale with semantic gap roles, color as hierarchy (one dominant interaction family), a reading face first, explicit interaction states, motion with purpose. Summarize the chosen theme direction to the user in 3–6 lines before building.

The catalogue is fixed by a checklist — read references/component-checklist.md

This is what keeps every run stable. The foundations and components you produce are determined by the canonical checklist for the chosen guideline (Material 3 / Apple HIG / Material + MUI), not improvised per brief. Every run you cover the whole "Required" set in that file — same categories, same component names, same variant/state coverage — so two runs of the same guideline yield the same catalogue size and shape, differing only in the token values (the theme). Never ship fewer because a brief feels small (it's a starter system meant to be extended), and never balloon past the list with one-off inventions — extras go under "Optional / extensions". Mirror the checklist's categories in the index.html sidebar and the SPECS keys.

Architecture — read references/ds-architecture.md

Two outputs, three layers — extendable from day one. The token groups and the component list come from the checklist above (which mirrors the chosen guideline's breakdown):

  • Tokens: semantic color roles, spacing scale, typography, radii, elevation/shadow, motion.
  • Atomic components: button, chip, text field, icon, avatar, switch, badge, tab, list item…
  • Composed components: cards, app bars, bottom navigation, sheets, carousels, tiles… Document explicitly how to add a new token / component later. Cover the Required set; grow by convention.

Deliverables — read references/build-living-styleguide.md

A self-contained design-system/ folder:

  • styles.css — the token layer as CSS variables + component classes. Single source of styles.
  • index.html — living style guide: foundations (colors/type/spacing/radii/elevation) + a complete listing of every component with its variants/states. Includes:
    • Dev Mode inspector (toggle): click any component → right panel shows its properties (name/type/default), design tokens used (swatch + value, click to copy), metrics, and the source reference — like Figma Dev Mode.
    • Copy as prompt: two scopes — per component (each prompt is "add or update": modify the existing component in place to match the spec, or create it if missing — the common case is changing an existing system), and one ⤓ Install design system button (scaffold-from-zero or update-all-to-match, foundation-first then components against the shared token layer, per Pencil's spawn-agents rule). A target-language selector; any agent can build/extend it in any language.
  • concept.html — a two-screen concept mockup shown side by side: a first view (the app's home/overview/entry screen) and a detail page (a primary entity opened up), composed purely from the design system's components, to show how the catalogue assembles into real screens. Pick the subjects from the app's stated purpose (a recipe app → a recipe feed + a recipe detail; a banking app → an account home + a transaction/card detail), not a generic default — and vary the layout (see build-living-styleguide.md; don't make both a vertical card-list). Its purpose is to let the user decide on a theme fast — keep it, tweak it, or switch to another (see Theme decision loop). Both are illustrative static screens — not an interactive prototype, not a navigation graph, and not a spec for those screens. They are system specimens: real copy at representative lengths, complementary component coverage, no invented ratings/discounts/urgency; image slots are labelled placeholders, not fake photography. Present the frames square, without device bezels or shadows.
    • Reachable from index.html: the style guide's sidebar has a prominent "Concept preview" link (href="concept.html") at the top, so the user reaches the mockup straight from the catalogue instead of hunting for a separate file.
    • Easy return: concept.html carries a clear "← Back to style guide" link (href="index.html") so the user bounces back to the catalogue in one click.
  • icons.html — the icon set as an inline SVG sprite, themed by tokens (see Icons below).
  • theme.js — only when the system has a dark theme: one shared light/dark switch for index.html and concept.html, so the concept can be judged in both themes.

Icons (greenfield → no project SVGs to link)

This is a brand-new app, so there are no project asset files to reference. Instead, ship an inline SVG icon sprite (icons.html), and embed a copy of it at the top of index.html and concept.html so both are self-contained. Rules:

  • Icons are token-driven: fill:none; stroke:currentColor; stroke-width:var(--icon-stroke), so they re-theme with everything else (thin SF-like vs heavier Material — just change the token).
  • Geometry is original, drawn in the style of classic open icon sets — Lucide/Feather (MIT) for stroke style, Material Symbols (Apache-2.0) for Material. Pick the style by platform: Android/cross-platform → Material/outlined; iOS → thinner stroke, more rounding (SF-like).
  • Never embed Apple SF Symbols assets (Apple's license forbids redistributing them as SVG) — approximate the SF look with an open set instead.
  • Never use emoji as UI icons. (Emoji are fine only as throwaway content placeholders, e.g. a reaction in sample text — never for buttons, nav, or affordances.)
  • If a needed glyph is missing from the sprite, look up a classic open set online for the shape (e.g. fonts.google.com/icons, lucide.dev) and add a new <symbol> — don't invent a sloppy path.

Use the scaffolds in templates/ (styles.css, index.html, concept.html, icons.html, theme.js). The index.html template already contains the reusable Dev Mode + Copy-as-prompt machinery — you fill the SPECS data object and the component sections.

Process

  1. Gather inputs from the user via interactive AskUserQuestion prompts (free-text input box), one open question at a time — app purpose, platform, primary language, multimodal visual references. Read images and WebFetch URLs the user provides, then ask once which qualities to borrow.
  2. Pick the reference guideline by platform (Material / HIG / Material + MUI), then open references/component-checklist.md — its Required set for that guideline is the exact catalogue to build (categories, components, foundations). Don't redecide the list per brief.
  3. Generate theme directions dynamically from those inputs and confirm one with the user in 3–6 lines (proposition, palette, type, shape, elevation, density) — not a fixed menu. Read references/art-direction.md, and unless the user pinned exact colours, read references/style-color-library.md too and derive the directions from its archetypes + colour methods (see "Generate theme options dynamically" above) — don't eyeball hexes.
  4. Write styles.css tokens — cover every Required foundation token group from the checklist. Derive the colour ramp from the chosen library method (e.g. OKLCH tones off the seed); then run the design-principles.md §1 pass (one interaction family, paired --on-*, math-checked contrast, purposeful neutrals, flat backgrounds). Set the semantic spacing roles and icon tokens (§2b, §3b).
  5. Build atomic components — every Required atomic from the checklist, all variants/states.
  6. Build composed components — every Required composed component from the checklist (not a sample).
  7. Wire Dev Mode + Copy as prompt: fill the SPECS object per component (name, file, desc, props[], tokens[], metrics[]); register sections + classes. Order the Copy-as-prompt language selector by the user's stated framework (if any) — no Flutter default.
  8. Build concept.html: two screens side by side — a first view + a detail page — subjects chosen from the app's purpose, assembled only from DS components. Choose a screen TYPE and a COMPOSITION for each — and make the two visibly different (don't ship two vertical card-lists). Avoid reflexively building the "app bar → tabs → card list → bottom nav" home-feed for the first view (it's the most over-used layout; see build-living-styleguide.md). The detail page typically drops bottom nav for a back bar + sticky CTA. Mix from: detail/reader, map, dashboard, player, compose/form, profile grid, onboarding, checkout, feed — plus a composition move (full-bleed hero, asymmetry, overlap, raised sheet, big-type, 2-col grid, negative space). Wire the sidebar "Concept preview" link in index.html and the "← Back to style guide" link in concept.html.
  9. Hand off + auto-open — write the files, then open index.html in the browser for the user (open design-system/index.html on macOS; xdg-open on Linux; start on Windows). Also give the paths; the files are self-contained, openable via file://.
  10. Theme decision gate — let the user view the concept (reachable from index), then decide fast (see below).
  11. Document extendability in a short design-system/README.md (how to add tokens/components).

Theme decision loop (a core capability)

The concept mockup exists so the user can decide on a theme fast. After auto-opening index.html (concept is one click away via the sidebar link), present the choice explicitly with AskUserQuestion every time — this is the interaction that lets the user reject a look and move on:

  • Keep this theme → proceed to document/finalize.
  • Tweak it → adjust one visual cause at a time (e.g. accent color, roundness, density), keep what they approved, and tell them to reopen (or re-open the browser for them).
  • Switch to a different theme → this is the important one. Generate fresh candidate directions — new hypotheses informed by the original inputs plus the feedback, not a random new palette — let the user pick one with AskUserQuestion, then regenerate the token layer. Keep looping — re-present the keep / tweak / switch choice after every switch until the user explicitly keeps a theme.

Switching themes is cheap by design: everything visual is a token, so a new theme means editing only the token layer (styles.css :root variables) — the component classes, the index.html catalogue, and concept.html all stay the same and instantly reflect the new look. The user just refreshes (or you re-open the browser) and decides again. Loop until they keep a theme.

To make switching even more tangible, you may ship 2–4 candidate directions as alternate token sets (:root[data-theme="warm"] override blocks) and add a small theme <select> switcher to index.html/concept.html, so the user flips between live themes in the browser and compares before committing — still without touching any component.

Quality bar

  • Per-theme palette harmony is THE bar (see references/design-principles.md §1). Whatever theme is on screen must be harmonious and readable on its own — don't rely on "you can switch themes." Color serves hierarchy (one dominant interaction family); every fill has a paired --on-* foreground; contrast is verified with math (WCAG ratio from the hex); neutrals are purposeful; accents are derived harmonically; backgrounds stay flat; no generated-look clusters.
  • Reads like a real product, not abstract colour blocks (§1b): one focal point and one main action per screen, real domain content at representative lengths (no lorem, no invented claims), a deliberate elevation choice, crafted micro-states. Type starts from a readable reading face; a display face only where it has a role; real modular scale, tuned tracking/leading.
  • Faithful to the chosen theme; use the inline SVG icon sprite, never emoji for UI icons.
  • Catalogue = the Required set in references/component-checklist.md for the chosen guideline — same categories/components/coverage every run. Stable count; never just a few samples, never improvised inflation. Differences between runs live in the token values, not the component list.
  • No clipping — reserve space for shadows inside horizontal scroll rows.
  • Every color/size referenced by token name, never a magic value.
  • Touch targets ≥ 44pt/48dp; contrast checked by math, not by rendering.
  • Self-contained and openable via file:// in a browser — no build step, no server.

Handoff

No screenshot/verification step. When the files are written, auto-open index.html in the user's browser (open / xdg-open / start by OS) and give them the paths. From index.html the concept preview is one click away (sidebar link), and the concept page links back. The files are self-contained (file://, no build, no server). Then run the theme decision loop above.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Mobile Design System AI skill do?

Bootstrap a complete, extendable design system for a BRAND-NEW mobile app and let the user pick a theme fast. The reference guideline is chosen by target platform — Android → Material Design, iOS → Apple HIG, cross-platform → Material Design + MUI — and is used for how it divides design tokens and components. Produces a token layer (color/spacing/typography/radii/elevation) and a full listing of every component (atomic + composed), delivered as an interactive HTML living style guide with a Figma-style Dev Mode inspector and per-component "Copy as prompt" buttons, plus a two-screen concept m...

Why use Mobile Design System on TypingMind?

Because you install it once and use it with any model. Mobile Design System is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Mobile Design System in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/rikucherry1993/mobile-design-system-skill/tree/main/skills/mobile-design-system. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Mobile Design System?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Mobile Design System?

As many as you like. As long as a model supports skills, you can use Mobile Design System with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Mobile Design System AI skill free?

Yes. It is published on GitHub by rikucherry1993 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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