design-system-developer
Provides context-aware access to Anytype iOS design system assets like typography, icons, and colors.
Install
mkdir -p .claude/skills/design-system-developer && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/3171" && unzip -o skill.zip -d .claude/skills/design-system-developer && rm skill.zipInstalls to .claude/skills/design-system-developer
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
Context-aware routing to the Anytype iOS design system including icons, typography, colors, and spacing. Use when working with Figma-to-code translation, design assets, or UI components.Key capabilities
- →Use design system constants for colors and fonts
- →Generate code after adding new assets
- →Select correct icon sizes for context
- →Map Figma typography styles to Swift enum cases
- →Calculate spacing between UI elements
- →Apply consistent color categories and constants
How it works
The skill provides rules and examples for translating Figma designs into iOS code, ensuring the use of design system constants for icons, typography, colors, and spacing.
Inputs & outputs
When to use design-system-developer
- →Translate Figma designs to Swift code
- →Apply consistent typography styles
- →Add and register new icons
About this skill
Design System Developer (Smart Router)
Purpose
Context-aware routing to the Anytype iOS design system: icons, typography, colors, spacing. Helps you navigate Figma-to-code translation.
When Auto-Activated
- Working with icons or typography
- Keywords: icon, typography, design system, figma, color, spacing
- Editing files in DesignSystem/ or Assets.xcassets
- Discussing colors or UI components
🚨 CRITICAL RULES (NEVER VIOLATE)
- ALWAYS use design system constants - Never hardcode hex colors, font sizes, or asset names
- ALWAYS run
make generateafter adding assets - Icons and assets must be code-generated - Icons are organized by size - x18, x24, x32, x40 (use correct size for context)
- Typography follows strict mapping - Figma style names map to specific Swift enum cases
- Spacing formula -
NextElement.Y - (CurrentElement.Y + CurrentElement.Height)
📋 Quick Reference
Icon Usage
// 18pt - Toolbar/nav bar icons
Image(asset: .X18.search)
// 24pt - List row icons
Image(asset: .X24.camera)
// 32pt - Buttons, main UI (most common)
Image(asset: .X32.qrCode)
// 40pt - Large features
Image(asset: .X40.profile)
Adding Icons
- Export SVG from Figma ("32/qr code" →
QRCode.svg) - Add to
/Modules/Assets/.../Assets.xcassets/DesignSystem/x32/QRCode.imageset/ - Run
make generate - Use:
Image(asset: .X32.qrCode)
Typography Usage
// Screen titles
AnytypeText("Settings", style: .uxTitle1Semibold)
// Section headers
AnytypeText("Recent", style: .uxTitle2Semibold)
// Body text
Text("Description").anytypeStyle(.bodyRegular)
// Small labels
Text("Add Member").anytypeStyle(.caption1Medium) // Note: no "ux" prefix!
Typography Mapping (Figma → Swift)
Content Styles (remove "Content/" prefix):
- "Content/Body/Semibold" →
.bodySemibold - "Content/Preview Title 2/Regular" →
.previewTitle2Regular
UX Styles - Title/Body/Callout (keep "ux" prefix lowercase):
- "UX/Title 1/Semibold" →
.uxTitle1Semibold - "UX/Body/Regular" →
.uxBodyRegular
UX Styles - Captions (DROP "ux" prefix - EXCEPTION!):
- "UX/Caption 1/Medium" →
.caption1Medium(no "ux") - "UX/Caption 2/Regular" →
.caption2Regular(no "ux")
Common Typography Styles
| Use Case | Figma Style | Swift Constant | Size |
|---|---|---|---|
| Screen titles | UX/Title 1/Semibold | .uxTitle1Semibold | 28pt |
| Section headers | UX/Title 2/Semibold | .uxTitle2Semibold | 17pt |
| Body text | Content/Body/Regular | .bodyRegular | 17pt |
| Small labels | UX/Caption 1/Medium | .caption1Medium | 13pt |
Color Usage
// Backgrounds
.background(Color.Shape.transparentSecondary)
.background(Color.Background.primary)
// Text colors
.foregroundColor(Color.Text.primary)
.foregroundColor(Color.Text.secondary)
// Control colors
.foregroundColor(Color.Control.active)
📏 Spacing from Figma (CRITICAL FORMULA)
CRITICAL: Spacing is the GAP between elements, not top-to-top distance.
Formula:
Spacing = NextElement.Y - (CurrentElement.Y + CurrentElement.Height)
Example:
- First element: Y=326px, Height=24px → Bottom edge = 350px
- Second element: Y=374px
- Spacing = 374 - 350 = 24px ✅
Common mistake:
❌ WRONG: 374 - 326 = 48px (includes first element's height!)
✅ CORRECT: 374 - (326 + 24) = 24px (actual gap)
SwiftUI usage:
Text("Title")
Spacer.fixedHeight(24) // ✅ Correct spacing
Text("Feature")
⚠️ Common Mistakes
Typography Style Doesn't Exist
// ❌ WRONG
Text("Button").anytypeStyle(.uxCaption1Medium) // Doesn't exist!
// ✅ CORRECT
Text("Button").anytypeStyle(.caption1Medium) // Captions drop "ux" prefix
Hardcoded Colors
// ❌ WRONG
.background(Color(hex: "#FF0000"))
// ✅ CORRECT
.background(Color.Pure.red)
Wrong Icon Size
// ❌ WRONG - Upscaling looks bad
Image(asset: .X18.qrCode)
.frame(width: 32, height: 32)
// ✅ CORRECT - Use native size
Image(asset: .X32.qrCode)
.frame(width: 32, height: 32)
Spacing Calculation
// ❌ WRONG - Top-to-top (includes height)
Spacing = NextElement.Y - CurrentElement.Y
// ✅ CORRECT - Actual gap
Spacing = NextElement.Y - (CurrentElement.Y + CurrentElement.Height)
📚 Complete Documentation
Full Guides:
- Design System:
Anytype/Sources/PresentationLayer/Common/DESIGN_SYSTEM_MAPPING.md - Typography:
Anytype/Sources/PresentationLayer/Common/TYPOGRAPHY_MAPPING.md
For comprehensive coverage of:
- Complete typography mapping table
- All color categories and constants
- Icon organization and workflows
- Corner radius standards
- Dimension standards (whole numbers only)
- Design verification workflow
- Dark/light mode considerations
Figma References:
✅ Design Implementation Checklist
- All icons use
.X*constants, no hardcoded asset names - All typography uses
.anytypeStyle()orAnytypeText - All colors use
Color.*constants, no hex values - Spacing extracted from Figma using correct formula
- All dimensions are whole numbers (or documented if rounded)
- Ran
make generateafter adding new assets - Verified against Figma design visually
- Checked dark/light mode appearance
🔗 Related Skills & Docs
- code-generation-developer →
CODE_GENERATION_GUIDE.md- Run make generate after adding icons - ios-dev-guidelines →
IOS_DEVELOPMENT_GUIDE.md- SwiftUI patterns for design system - localization-developer → Combine typography with localized text
Navigation: This is a smart router. For deep technical details, always refer to DESIGN_SYSTEM_MAPPING.md and TYPOGRAPHY_MAPPING.md.
Limitations
- →Must always use design system constants
- →Must run `make generate` after adding assets
- →Spacing calculation requires a specific formula
How it compares
This skill enforces specific design system constants and workflows for Anytype iOS development, unlike general iOS UI development practices.
Compared to similar skills
design-system-developer side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| design-system-developer (this skill) | 1 | 6mo | No flags | Beginner |
| mobile-ios-design | 0 | 1mo | No flags | Intermediate |
| liquid-glass-developer | 23 | 4mo | No flags | Intermediate |
| swiftui-liquid-glass | 15 | 5mo | No flags | Intermediate |
Try saying
Example prompts that trigger this skill in your AI assistant.
More by anyproto
View all by anyproto →You might also like
mobile-ios-design
voidrot
Use when designing or implementing native iOS interfaces with Apple HIG, SwiftUI, SF Symbols, Dynamic Type, navigation, gestures, accessibility, or platform-native polish.
liquid-glass-developer
anyproto
Context-aware routing to iOS 26 Liquid Glass implementation patterns. Use when working with glass effects, GlassEffectContainer, morphing transitions, or iOS 26 visual effects.
swiftui-liquid-glass
Dimillian
Implement, review, or improve SwiftUI features using the iOS 26+ Liquid Glass API. Use when asked to adopt Liquid Glass in new SwiftUI UI, refactor an existing feature to Liquid Glass, or review Liquid Glass usage for correctness, performance, and design alignment.
swiftui-ui-patterns
Dimillian
Best practices and example-driven guidance for building SwiftUI views and components. Use when creating or refactoring SwiftUI UI, designing tab architecture with TabView, composing screens, or needing component-specific patterns and examples.
preview-data-generator
rshankras
Generate sample data and a multi-variant #Preview matrix for SwiftUI views — empty/loading/error/loaded states, light/dark, Dynamic Type, locales/RTL, and devices. Use when the user says "add previews", "sample data for previews", "preview my view in different states", "preview data", "prototype thi
mobile-ios-design
wshobson
Master iOS Human Interface Guidelines and SwiftUI patterns for building native iOS apps. Use when designing iOS interfaces, implementing SwiftUI views, or ensuring apps follow Apple's design principles.