Agent skill · Media & Video

spatial-design

Designing for visionOS — spatial layout and ergonomics (60pt eye targets, field-of-view placement, dynamic scale), eyes-and-hands input with hover rules, motion and visual comfort (the 0.2 Hz rule, vection, depth-cue agreement), immersion strategy, spatial sound, and the video-format decision guide. Use when designing or reviewing any visionOS app, window, volume, or immersive experience.

rshankrasgithub.com/rshankrasGitHub ↗
claude-codecan modify filesMIT
Install
npx skills add rshankras/claude-code-apple-skills --skill spatial-design --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 10 KB
Bundled scripts: none
Allowed tools: ReadWriteEditGlobGrep
Path: skills/visionos/spatial-design/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 589
Language: Swift

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# Spatial Design (visionOS) The design rules that make a visionOS app comfortable instead of exhausting — distilled from Apple's spatial-design sessions (WWDC23–26). Widget-specific rules live in `visionos/widgets`; custom immersive-environment production and budgets live in `immersive-environments.md`. ## When This Skill Activates - Designing or reviewing a visionOS app, window, volume, or immersive space - "Users say it's tiring / uncomfortable / hard to hit controls" - Porting an iPad app and deciding what should become spatial - Adding hover effects, custom gestures, environments, or spatial audio - Choosing a video experience format (spatial, 180°, 360°, wide-FOV, Apple Immersive) ## The prime directive: find the key moment Don't window a 2D app. Identify the one thing only possible on visionOS — the "key moment" — and build around it. Immersion has three approaches, and full immersion is not mandatory: full environments · integration with real surroundings (scene sensing) · meaningful audio. ## Layout & ergonomics - **Wide beats tall** — layouts match the human field of view; turning the head left/right is easier than up/down. Center = primary content; edges = secondary, infr

What's inside
Steps it walks through
  1. When This Skill Activates
  2. The prime directive: find the key moment
  3. Layout & ergonomics
  4. Input: eyes target, hands confirm
  5. Motion & visual comfort (the failure modes)
  6. Spatial sound as a design material
  7. Interactive experiences (from Encounter Dinosaurs)
  8. Video format decision guide
  9. Scene behavior defaults
  10. Output Format
  11. References
Ships with 1 file
  • immersive-environments.md
More from claude-code-apple-skills
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About this skill
What does the spatial-design skill do?

Designing for visionOS — spatial layout and ergonomics (60pt eye targets, field-of-view placement, dynamic scale), eyes-and-hands input with hover rules, motion and visual comfort (the 0.2 Hz rule, vection, depth-cue agreement), immersion strategy, spatial sound, and the video-format decision guide. Use when designing or reviewing any visionOS app, window, volume, or immersive experience.

How do I install it?

Run `npx skills add rshankras/claude-code-apple-skills --skill spatial-design --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From rshankras/claude-code-apple-skills, a repository with 589 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

Keep going