mobile-principles
Mobile-specific UX principles - touch targets, hover-less doctrine, thumb zones, safe areas, gestures, mobile perf budgets. Cross-platform (web mobile, iOS, Android).
git clone --depth 1 https://github.com/Jwuthri/Tracely-ai /tmp/mobile-principles && cp -r /tmp/mobile-principles/.agents/skills/mobile-principles ~/.claude/skills/mobile-principlesSKILL.md
# Mobile Principles
> Touch-first UX context. Loaded when mobile is detected (web mobile, iOS, Android).
> Concise rules here. Deep-dive in `references/`.
---
## Touch Targets
| Platform | Minimum | Recommended | Spec |
|---|---|---|---|
| Apple iOS | 44pt | 44pt + 8pt spacing | Apple HIG |
| Android | 48dp | 48dp + 8dp spacing | Material Design |
| Web mobile | 44px | 44px + 8px spacing | WCAG 2.5.5 |
**Rule of thumb:** any tap target smaller than the platform minimum is a usability bug, period.
The hit area can extend beyond the visible glyph (use padding, `hitSlop`, or a transparent inner spacer), but the *interactive* surface must reach the minimum. Spacing matters as much as size: two 44pt buttons touching edges are still mistappable.
---
## No-Hover Doctrine
`:hover` does not exist on touch. Treating it as a primary trigger means hidden affordances on every phone. Anything reachable only by hover is, on mobile, simply gone. Visible-by-default is the rule; hover styles are a desktop *enhancement*, never a load-bearing interaction.
**CSS - gate hover styles behind a media query:**
```css
.card { opacity: 1; transform: translateY(0); }
@media (hover: hover) and (pointer: fine) {
.card { opacity: 0.85; }
.card:hover { opacity: 1; transform: translateY(-2px); }
}
```
**SwiftUI - tap and long-press, no pseudo-hover:**
```swift
Image(systemName: "heart")
.onTapGesture { toggleLike() }
.contextMenu {
Button("Share", systemImage: "square.and.arrow.up", action: share)
Button("Report", systemImage: "flag", role: .destructive, action: report)
}
```
**Compose - combinedClickable for tap + long-press:**
```kotlin
Box(
modifier = Modifier
.combinedClickable(
onClick = { toggleLike() },
onLongClick = { showContextMenu() },
)
) {
Icon(Icons.Default.Favorite, contentDescription = "Like")
}
```
---
## Thumb Zones (Hoober)
Steven Hoober's research shows portrait phone use is overwhelmingly one-handed or cradled, with the thumb pivoting from the bottom corner. The screen splits into reachable zones:
```
+------+----+------+
| HARD | OK | HARD | <- top: stretch, two-handed only
+------+----+------+
| OK | OK | OK | <- middle: comfortable
+------+----+------+
| EASY |EASY| EASY | <- bottom: natural thumb arc
+------+----+------+
```
- **Bottom third (EASY):** primary CTA, send, confirm, FAB, tab bar.
- **Middle (OK):** content, secondary actions.
- **Top (HARD):** back, close, search, profile - things the user expects to reach for, not hit by reflex.
**Rule:** primary CTA goes in the bottom half. Secondary, less-frequent or destructive actions go in the top. Never put a "Pay" button in the top-right corner of a phone screen.
---
## Safe Areas
| Platform | API | Insets respected |
|---|---|---|
| Web | `env(safe-area-inset-top|right|bottom|left)` + `viewport-fit=cover` | notch, home indicator |
| SwiftUI | `.safeAreaInset(edge: ...)`, `safeAreaInsets` env | nav bar, tab bar, notch, home |
| Compose | `Modifier.windowInsetsPadding(WindowInsets.safeDrawing)` | system bars, IME, cutouts |
**Web:**
```html
<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
```
```css
.fab {
position: fixed;
bottom: calc(env(safe-area-inset-bottom) + 16px);
right: calc(env(safe-area-inset-right) + 16px);
}
```
**SwiftUI:**
```swift
ScrollView { content }
.safeAreaInset(edge: .bottom) {
PrimaryCTA().padding()
}
```
**Compose:**
```kotlin
Column(
modifier = Modifier
.fillMaxSize()
.windowInsetsPadding(WindowInsets.safeDrawing)
) { /* content */ }
```
---
## Reduced Motion (cross-platform unified)
| Platform | API |
|---|---|
| Web CSS | `@media (prefers-reduced-motion: reduce)` |
| Web JS | `window.matchMedia('(prefers-reduced-motion: reduce)')` |
| SwiftUI | `@Environment(\.accessibilityReduceMotion) var reduceMotion` |
| UIKit | `UIAccessibility.isReduceMotionEnabled` |
| Compose | Custom helper using `Settings.Global.ANIMATOR_DURATION_SCALE` (see code below; deep-dive in `references/accessibility-mobile.md`) |
**SwiftUI:**
```swift
struct Hero: View {
@Environment(\.accessibilityReduceMotion) var reduceMotion
@State private var shown = false
var body: some View {
Text("Welcome")
.opacity(shown ? 1 : 0)
.offset(y: shown ? 0 : (reduceMotion ? 0 : 20))
.animation(reduceMotion ? .none : .easeOut(duration: 0.3), value: shown)
.onAppear { shown = true }
}
}
```
**UIKit:**
```swift
let duration = UIAccessibility.isReduceMotionEnabled ? 0 : 0.3
UIView.animate(withDuration: duration) {
view.alpha = 1
view.transform = .identity
}
```
**Compose (helper pattern):**
```kotlin
@Composable
fun rememberReduceMotion(): Boolean {
val context = LocalContext.current
return remember {
Settings.Global.getFloat(
context.contentResolver,
Settings.Global.ANIMATOR_DURATION_SCALE,
1f,
) == 0f
}
}
val reduceMotion = rememberReduceMotion()
val spec = if (reduceMotion) snap() else tween<Float>(durationMillis = 300)
```
> Note: `ANIMATOR_DURATION_SCALE` only reflects the developer-options "Animations off" toggle, not the user-facing accessibility setting. For the latter ("Remove animations" in Settings -> Accessibility on Android 14+), use `AccessibilityManager.areTransitionsEnabled()` (API 34+). Deep dive in `references/accessibility-mobile.md`.
---
## Mobile Gestures (canonical patterns)
The five gestures users already know. Reusing them is free UX; reinventing them is friction.
- **Swipe-back:** iOS edge-swipe from the left to pop the navigation stack. Never override; mirror it on Android via predictive back (Android 14+).
- **Pull-to-refresh:** downward drag at the top of a scroll surface to refetch. Standard on feeds, mail, lists.
- **Drag-to-dismiss:** modal sheets and image viewers close when dragged downward past a threshold (typically 100-150pt).
- **Pinch-to-zoom:** two-finger spread/pinch on images, maps, and zoomable canvaseAlgorithmic and generative art with Canvas 2D - particles, flow fields, noise, fractals, L-systems.
Cast genjutsu on a UI - creative coding for motion, micro-interactions, and wow-factor. Scans the stack, proposes an interaction thesis, loads the right sub-skills, implements the illusion. Adapts to Web, Android (Compose), Apple (SwiftUI).
Advanced Compose visuals - Material 3 Expressive motion physics, AGSL shaders (Android 13+), Canvas/DrawScope generative, graphicsLayer effects.
Jetpack Compose animation foundations - animate*AsState, AnimatedVisibility, Crossfade, updateTransition, SharedTransitionLayout, gestures.
Compose Multiplatform / KMP patterns - expect/actual composables, platform-specific code, density and font handling cross-target, iOS/Android/Desktop interop.
Zero-dependency animations and visual techniques - scroll-driven, View Transitions, @starting-style, modern CSS.
Design audit checklist - motion gaps, accessibility, color consistency, responsive, performance.
Desktop-specific UX principles - hover states, pointer precision, keyboard shortcuts, multi-window, focus management. Covers macOS, Windows, Linux, web desktop.