CtrlK
BlogDocsLog inGet started
Tessl Logo
SkillPublic

liquid-glass-design

iOS 26 Liquid Glass design system — dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit. Use when building iOS 26 Liquid Glass UI in SwiftUI, UIKit, or WidgetKit.

Quality

85%

Does it follow best practices?

Run evals on this skill

Adds up to 20 points to the overall score

View guide
SecuritybySnyk

Passed

No findings from the security scan

SKILL.md
Quality
Evals
Security

Quality

Content

75%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A well-structured, code-dense reference with strong executable coverage of SwiftUI, UIKit, and WidgetKit, plus useful best-practice and anti-pattern framing. Main gaps are minor: some redundant sections, a couple of incomplete snippets, and no offloading of per-framework detail into reference files.

Suggestions

Merge the overlapping 'When to Activate' and 'When to Use' sections and drop the intro paragraph that restates the description to tighten conciseness.

Complete the partial snippets: fill in the WidgetKit rendering-mode branches with real view code and define 'symbolSet' in the glassEffectUnion example.

Consider moving the per-framework detail (SwiftUI/UIKit/WidgetKit sections) into reference files, keeping SKILL.md as an overview, to reduce the single-file size.

DimensionReasoningScore

Conciseness

The body is nearly all executable Swift code with terse annotations ('.interactive() — react to touch and pointer interactions'), assuming competence rather than explaining basics. Not a 5 because of redundancy: the intro paragraph restates the frontmatter, 'When to Activate' and 'When to Use' overlap, and the 'Key Design Decisions' table largely repeats 'Best Practices'.

4 / 5

Actionability

Mostly copy-paste-ready examples across SwiftUI ('.glassEffect(.regular.tint(.orange).interactive(), in: .rect(cornerRadius: 16.0))'), UIKit (full UIVisualEffectView with constraints), and WidgetKit. Below the 5 anchor because a few snippets are incomplete: the rendering-mode example has empty branch bodies, and 'symbolSet' in the union example is undefined.

4 / 5

Workflow Clarity

For a patterns/reference skill there is a clear progression per framework (basic effect → customization → containers → morphing), plus Best Practices and Anti-Patterns sections. This matches the 4 anchor; no validation checkpoints are needed since the skill involves no destructive or batch operations, but the 'Extending Horizontal Scrolling' section is thin guidance rather than concrete steps.

4 / 5

Progressive Disclosure

No bundle files exist, and the single-file body is well-sectioned with clear headers per framework and per concern, so navigation is easy. It sits between anchors — better organized than the 3 anchor (which expects content that clearly belongs in separate files inlined), but at ~275 lines the three framework sections could each be split into a reference file, keeping it below the 5 anchor's 'content appropriately split'.

4 / 5

Total

16

/

20

Passed

Description

87%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong description: concrete capability statement covering all three frameworks, an explicit 'Use when' trigger clause, and a distinctive niche. The only weakness is that the trigger list mirrors the capability list rather than adding varied trigger phrasings (e.g., morphing transitions, migrating blur effects).

DimensionReasoningScore

Specificity

Quotes 'dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit' — several concrete, specific capabilities named across all three frameworks. It falls short of the 5 anchor because these are feature nouns rather than concrete actions (no verbs like 'apply', 'create', 'migrate') and coverage of capabilities like buttons/toolbars/containers appears only via the framework names.

4 / 5

Completeness

Both halves are explicit: what — 'dynamic glass material with blur, reflection, and interactive morphing for SwiftUI, UIKit, and WidgetKit'; when — 'Use when building iOS 26 Liquid Glass UI in SwiftUI, UIKit, or WidgetKit'. This matches the 5 anchor (clearly and explicitly answers both what AND when with concrete trigger phrases); it is above the 4 anchor because the 'when' is explicit and concrete, not weakly implied.

5 / 5

Trigger Term Quality

Natural terms users would say are present: 'iOS 26', 'Liquid Glass', 'SwiftUI', 'UIKit', 'WidgetKit', 'glass', 'blur', 'reflection', 'morphing'. A few natural variations are missing ('glass buttons', 'toolbar styling', 'tinted mode', 'glass effect'), matching the 4 anchor ('good keyword coverage; a few natural terms missing') rather than the comprehensive 5 anchor.

4 / 5

Distinctiveness Conflict Risk

'iOS 26 Liquid Glass' is a narrow, well-defined niche with framework-specific triggers (SwiftUI/UIKit/WidgetKit); it would not plausibly fire for any other skill. Matches the 5 anchor ('clear niche with distinct triggers; minimal conflict risk').

5 / 5

Total

18

/

20

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository

affaan-m/ECC

Path

skills/liquid-glass-design/SKILL.md

Reviewed

Table of Contents

Is this your skill?

If you maintain this skill, you can claim it as your own. Once claimed, you can manage eval scenarios, bundle related skills, attach documentation or rules, and ensure cross-agent compatibility.