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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).

Install / Use

npx skills add AThevon/genjutsu --skill mobile-principles

Installs into whichever agent you are using.

About this skill
📄

SKILL.md

Installable skill definition

Quality Score

89/100

Supported Platforms

Universal

Our assessment of mobile-principles

mobile-principles scores 89/100 on our quality scale, 156th of 320 Customer Support skills we index (top 49%).

Its SKILL.md is 11 KB long, well organised into 14 sections with 17 code examples: a thorough specification that gives an agent plenty to work with.

It has 370 GitHub stars, a meaningful sign that others use it.

Substance
29/30
Structure
20/20
Description
15/15
Adoption
11/20
Freshness
15/15

Maintenance, license and trust

  • The repository was last updated 26 days ago, so mobile-principles is actively maintained.
  • No license is declared. By default that means all rights are reserved: you can read it, but reusing or redistributing it is not clearly permitted. Ask the author before building on it commercially.
  • Its trust signals score 88/100, with 1 caution from licensing, adoption, age or documentation. These come from repository metadata, not a code audit — read the skill file before letting an agent act on it.

Safety scan

No issues found

Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands.

Automated pattern scan on 2026-10-05. It catches known dangerous patterns, not every risk — read a skill before letting an agent act on it.

mobile-principles compared with similar skills

All 4 of these similar skills score higher than mobile-principles; compare them before choosing.

SkillScoreStarsUpdatedFormat
mobile-principles (this skill)by AThevon8937026d agoSKILL.md
Agent-Reachby Panniantong10090.8k19d agoCLAUDE.md
headroomby headroomlabs-ai10074.4ktodayCLAUDE.md
Scraplingby D4Vinci10085.7ktodayMCP Server
crawl4aiby unclecode10084.8k9d agoMCP Server

Frequently asked questions

How do I install mobile-principles?
Run npx skills add AThevon/genjutsu --skill mobile-principles. The install tabs above show the steps for each supported agent.
Which AI agents does mobile-principles work with?
It is written for Universal, as a SKILL.md file. Other agents that read the same format can often use it too.
Is mobile-principles safe to use?
Our scan of the whole file found no instruction hijacking, hidden characters, credential access, data exfiltration or destructive commands. It declares no license and scores 88/100 on trust signals. Skills are instructions an agent will follow, so read the file before installing it and do not approve commands you do not understand.
Is mobile-principles still maintained?
The repository was last updated 26 days ago, so mobile-principles is actively maintained.

name: mobile-principles description: "Mobile-specific UX principles - touch targets, hover-less doctrine, thumb zones, safe areas, gestures, mobile perf budgets. Cross-platform (web mobile, iOS, Android)." metadata: internal: true

Version-sensitive. Every API name, SDK gate and browser-support claim below was verified on 2026-09-08 against primary sources. What against, and when, is in _jutsu/VERSIONS.md. If that date is old, re-verify before acting on a version number.

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 | Recommended (design to this) | Hard floor | Spacing | Spec | |---|---|---|---|---| | Apple iOS / iPadOS | 44x44 pt | 28x28 pt | ~12 pt padding around bezeled controls, ~24 pt around unbezeled ones | Apple HIG, Accessibility > Mobility | | Apple watchOS | 44x44 pt | 28x28 pt | as above | Apple HIG | | Android | 48x48 dp | 48x48 dp | 8 dp between targets | Material Design 3 | | Web mobile | 44x44 CSS px | 24x24 CSS px | 24 px un-overlapped spacing satisfies the AA exception | WCAG 2.5.5 Target Size (Enhanced), AAA = 44x44; WCAG 2.5.8 Target Size (Minimum), AA = 24x24 |

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:

.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:

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:

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:

<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
.fab {
  position: fixed;
  bottom: calc(env(safe-area-inset-bottom) + 16px);
  right: calc(env(safe-area-inset-right) + 16px);
}

SwiftUI:

ScrollView { content }
  .safeAreaInset(edge: .bottom) {
    PrimaryCTA().padding()
  }

Compose:

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:

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:

let duration = UIAccessibility.isReduceMotionEnabled ? 0 : 0.3
UIView.animate(withDuration: duration) {
  view.alpha = 1
  view.transform = .identity
}

Compose (helper pattern):

@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: prefer ValueAnimator.areAnimatorsEnabled() (API 26+) - it returns false when the animator duration scale is 0, which the developer-options "Animation off" toggle, Battery Saver, and the user-facing "Remove animations" (Settings -> Accessibility) toggle all set. 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 leading edge to pop the navigation stack. Never override; mirror it on Android via predictive back, available since Android 13 (API 33) and opted into with android:enableOnBackInvokedCallback="true" plus OnBackPressedCallback / PredictiveBackHandler. On Android 13-14 the animations were behind a developer option; from Android 15 the system back-to-home / cross-activity / cross-task animations show automatically for opted-in apps.
  • 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 canvases. Respect minimum/maximum scale.
  • Swipe actions on rows: horizontal swipe on a list row to reveal contextual actions (delete, archive, mark read). Leading vs trailing swipe = different action sets.

Mobile Performance Budgets

  • Cold start: <2s on mid-range devices. Baselines: Android Pixel 4a, iPhone SE (2nd gen). If your app takes 4s on a Pixel 4a, it takes 8s on a low-end device users actually own.
  • Frame budget: 16.67ms per frame at 60fps, 8.33ms at 120fps (ProMotion / high-refresh Android). Anything synchronous on the main thread above that = jank.
  • Binary size: target <30MB APK and <50MB IPA before adding heavy media libs. Lottie/Rive add 500KB to 2MB. Watch your asset folders; PNGs over WebP / vector are the usual culprit.
  • Battery: no continuous CPU activity in the background. Coalesce work, use platform schedulers (WorkManager on Android, BGTaskScheduler on iOS), avoid wake-locks unless the user explicitly asked for foreground media.
  • Network: respect connection hints. Web: Save-Data request header and navigator.connection.saveData. iOS: URLSessionConfiguration.allowsCellularAccess and NWPathMonitor for cellular vs Wi-Fi. Android: ConnectivityManager + NetworkCapabilities to detect metered networks.

Anti-Patterns (BAD / GOOD)

1. Hover as the only reveal

/* BAD - on mobile the action button literally never appears */
.card .actions { opacity: 0; }
.card:hover .actions { opacity: 1; }
/* GOOD - visible by default, hover is a desktop enhancement */
.card .actions { opacity: 1; }

@media (hover: hover) and (pointer: fine) {
  .card .actions { opacity: 0; transition: opacity 0.15s ease-out; }
  .card:hover .actions { opacity: 1; }
}

2. Sub-minimum touch targets

// BAD - looks 32dp and reads as a 32dp target to whoever writes the next one.
// Material 3's IconButton actually applies minimumInteractiveComponentSize() itself, so
// the touch target stays 48dp here - but only because the component rescues you, and only
// while LocalMinimumInteractiveComponentEnforcement is on. On a custom Box or Row with the
// same modifier, the target really is 32dp and really is mistappable.
IconButton(
  onClick = onDelete,
  modifier = Modifier.size(32.dp),
) { Icon(Icons.Default.Delete, contentDescription = "Delete") }
// GOOD - 48dp minimum even when the visible icon is 24dp
IconButton(
  onClick = onDelete,
  modifier = Modifier.size(48.dp),
) {
  Icon(
    Icons.Default.Delete,
    contentDescription = "Delete",
    modifier = Modifier.size(24.dp),
  )
}

3. Ignoring safe area insets

// BAD - the CTA sits under the home indicator on every modern iPhone
VStack {
  Spacer()
  Button("Continue", action: next)
    .frame(maxWidth: .infinity)
    .padding()
}
// GOOD - safeAreaInset keeps the button reachable and visible
ScrollView { content }
  .safeAreaInset(edge: .bottom) {
    Button("Continue", action: next)
      .frame(maxWidth: .infinity)
      .padding()
  }

Quick Reference: Loading sub-skills

| Need | Load | |---|---| | Gesture deep-dive | references/gestures-deep.md | | Mobile a11y deep-dive | references/accessibility-mobile.md | | Compose-specific anim | ../compose-motion/SKILL.md | | SwiftUI-specific anim | ../swiftui-motion/SKILL.md |


Sources

  • Steven Hoober, "How Do Users Really Hold Mobile Devices?", UXmatters, 18 Feb 2013 (n=1,333 observed: 49% one-handed, 36% cradled, 15% two-handed): https://www.uxmatters.com/mt/archives/2013/02/how-do-users-really-hold-mobile-devices.php
  • Apple Human Interface Guidelines (iOS): https://developer.apple.com/design/human-interface-guidelines/
  • Material Design (Android): https://m3.material.io/foundations/layout/canonical-layouts/overview
  • WCAG 2.5.8 Target Size (Minimum), Level AA, 24x24 CSS px: https://www.w3.org/WAI/WCAG22/Understanding/target-size-minimum.html
  • WCAG 2.5.5 Target Size (Enhanced), Level AAA, 44x44 CSS px: https://www.w3.org/WAI/WCAG22/Understanding/target-size-enhanced.html

Related Skills

View on GitHub
GitHub Stars370
CategoryCustomer
Updated26d ago
Forks27

Languages

Python

Trust signals

88/100

From repository metadata: license, adoption, age and documentation. Not a code audit — see the Safety scan above for what the skill file itself contains.

1 medium