
You know the prompt. You've probably typed it yourself. "Make this look more premium." It's the go-to line in Vibe Coding when something feels off but you can't put your finger on why. The problem is, Claude has no idea what premium means. It's a word without a shape. So it guesses. It adds more shadow. It bumps the border radius. It makes the background darker. None of that is premium. It's just decoration.
Apple's design rules are now a Claude skill, and it's already sitting at over 28,000 stars on GitHub. It fixes that useless prompt by giving Claude something real to follow.
If you're not technical, a skill is basically a folder of instructions Claude reads before it touches your code. You install it, and suddenly the AI isn't guessing anymore. It's working from a specific playbook. And these instructions come straight out of Apple's own design talks. The actual principles their designers use, not some blogger's interpretation of them.
Things like: a button reacts the moment you press down, not when you let go. A drag stays glued to your finger. An animation can be grabbed and reversed halfway through. These are not opinions about aesthetics. They're rules about behavior. About physics. About what makes an interface feel like it's made of something real instead of floating in a void.
The weakest way to use this skill
Most people install it and immediately start a brand new project. That's the obvious move. You've got a shiny new set of rules, so you want to build something fresh that follows them from the ground up.
That is the weakest way to use it.
Here's why. When you start from scratch, you have no reference point. You're building in a vacuum. The skill tells Claude how things should behave, but there's nothing to compare against. No mistakes to catch. No bad habits to break. You end up with something that technically follows the rules, but you haven't learned anything. You just watched the AI do what the AI does.
The real power move is pointing this skill at the app you already built.
Audit your existing UI
Paste a repo link. Tell Claude to install the skill. Then ask it to audit your existing UI against Apple's design rules.
This is where it gets uncomfortable in a good way.
Claude comes back with specific problems. Not vague feedback like "the spacing feels off." Real, named issues. A button that triggers on release instead of press. A transition that can't be interrupted. A scroll behavior that doesn't match the velocity of the gesture. Things you have walked past 100 times and never noticed.
You built that app. You've stared at it for hours. You thought it was done. And then an AI armed with Apple's own design language points at five things you missed. Not because you're bad at design. Because you're human, and humans stop seeing their own work after a while.
Fix those specific problems and something shifts. Your app stops feeling AI-generated.
You're not copying how Apple looks
This is the part people get wrong about design systems. They think the goal is to make everything look like an Apple product. Same fonts, same blur effects, same rounded rectangles. That's copying a style. That's what "make this look more premium" produces, a knockoff.
What this skill does is different. You're not copying how Apple looks. You're using the rules behind why it feels that way.
The distinction matters. A button that responds instantly to touch isn't an Apple aesthetic. It's a principle about perceived performance. An animation that can be reversed isn't a visual flourish. It's a rule about user control. These things apply to any interface, regardless of what visual style you're going for.
When you follow the rules instead of copying the surface, your app doesn't look like an Apple product. It feels intentional. It feels like someone thought about it. That's what people actually mean when they say something looks premium. They mean it behaves like the designer cared.
There are 10 skills in that repo
Apple design is only one of them. The rest are all animation and design engineering. That's worth sitting with for a second. This isn't a grab bag of random utilities. The entire repo is focused on making digital things move and respond correctly.
Animation is where most AI-generated interfaces fall apart. Claude can build you a layout. It can style buttons and cards and navigation bars. But ask it to make something animate, and you get jank. Weird easing curves. Things that teleport instead of transition. Movements that feel robotic because they don't account for real-world physics.
These skills close that gap. Each one targets a specific aspect of motion and interaction design. Together, they turn Claude from a static UI generator into something that understands how interfaces should behave over time.
Points clés à retenir
- "Make this look more premium" is a useless prompt because Claude has no definition of premium, it just guesses with shadows and border radius
- A skill is a folder of instructions Claude reads before touching your code, and this one is built from Apple's actual design talks
- The rules are about behavior and physics: buttons react on press, drags stay glued, animations can be reversed
- Don't start a new project, point the skill at your existing app and ask for an audit
- Claude will find specific problems you've walked past a hundred times
- Fixing those makes your app stop feeling AI-generated
- You're not copying Apple's look, you're using the rules behind why it feels that way
- Apple design is only one of 10 skills in the repo; the rest are all animation and design engineering
The whole repo is out there with 28,000 stars and counting. If you've been vibing your way through a project and something still feels off, not broken, just not quite right, run the audit. You'll get a list of things you can't unsee. And once you fix them, you won't need to tell Claude to make anything look premium ever again.
