Skillquality 0.45

android-mobile-frontend-design

Design Android mobile frontend experiences from scratch, improve existing screens, and fix UI issues with brand-forward, localization-safe, overflow-safe guidance across Compose and Views.

Price
free
Protocol
skill
Verified
no

What it does

Android Mobile Frontend Design

When To Use

  • Use this skill when the request is about: android mobile frontend design, design android screen from scratch, redesign android mobile screen.
  • Primary outcome: Design Android mobile frontend experiences from scratch, improve existing screens, and fix UI issues with brand-forward, localization-safe, overflow-safe guidance across Compose and Views.
  • Use this skill when the work is design-intent first: hierarchy, rhythm, screen structure, navigation chrome, spacing, surface model, visual direction, overflow safety, or localization-safe mobile UX.
  • Reach for this skill before implementation details when the user wants a screen to feel premium, modern, polished, clearer, calmer, more branded, or more mobile-native.
  • Read references/patterns.md when you need the create/improve/fix routing matrix, Compose-vs-Views handoff rules, or the localization and overflow stress checklist.
  • Read references/scenarios.md when you want docs-only walkthroughs for new-screen design briefs, OrbitTasks redesign reviews, or overflow/localization repair passes.
  • Handoff skills when the scope expands:
  • android-compose-foundations
  • android-material3-design-system
  • android-compose-accessibility
  • android-viewsystem-foundations
  • android-testing-ui

Operating Modes

create

  • Use when a screen does not exist yet or exists only as a rough idea.
  • Start from user goal, primary task, state model, and mobile hierarchy instead of jumping to colors or components.
  • Decide the screen's dominant pattern early: list-detail, feed, form, dashboard, onboarding flow, confirmation flow, or settings surface.

improve

  • Use when a screen works functionally but feels generic, cluttered, dated, confusing, or visually weak.
  • Audit what to preserve first: task order, user mental model, brand constraints, and the pieces already carrying useful meaning.
  • Redesign hierarchy, spacing, affordances, and action emphasis without changing product intent unless the request explicitly asks for it.

fix

  • Use when a screen already exists and has concrete UX defects: clipped text, awkward spacing, unreachable actions, poor hierarchy, broken insets, bad RTL, weak loading states, or cramped controls.
  • Repair the smallest set of layout and interaction decisions that restores clarity before proposing a full visual overhaul.
  • Treat "cut" as clipped, cropped, truncated, obscured, or otherwise visually broken UI and handle it as a first-class failure mode.

Workflow

  1. Choose the operating mode first: create, improve, or fix.
  2. Define the screen job in mobile terms: who is using it, what they must complete fast, what they must understand at a glance, and what deserves confidence or calm.
  3. Decide the information hierarchy before styling: primary action, dominant content block, secondary actions, supporting metadata, and recovery states.
  4. Choose the right mobile shell for the job: top app bar, bottom bar, rail, sheet, FAB, segmented control, tabs, or list-detail split based on device size and task frequency.
  5. Build a surface model that is intentionally brand-forward but still Android-usable: density, corner language, depth, color posture, and typography emphasis should express the product without fighting touch ergonomics.
  6. Stress the layout against real mobile constraints: long strings, translated labels, multiline text, RTL, narrow widths, large widths, keyboard, system bars, cutouts, split-screen, tablets, and foldables.
  7. Validate action reachability, touch targets, hierarchy, contrast, and scanning speed before handing off to implementation skills.
  8. Route the implementation correctly:
  • android-compose-foundations when the design is settled and the work is Compose structure/layout.
  • android-material3-design-system when the work is tokenization, theming, or custom design-system translation.
  • android-compose-accessibility when semantics, focus, or assistive behavior needs dedicated work.
  • android-viewsystem-foundations when the owning surface is XML/ViewBinding/Fragment UI.
  • android-testing-ui when the design is ready for screenshot or interaction verification.

Amazing UI Quality Bar

What "amazing" means in a mobile Android UI

  • The first screenful answers three questions instantly: what this screen is for, what matters most, and what the user should do next.
  • The screen feels authored rather than assembled from default components: spacing, type scale, color emphasis, depth, and motion all reinforce the same product personality.
  • The primary action is obvious without becoming noisy.
  • The UI remains attractive under stress: translation, font scaling, keyboard, gesture navigation, split-screen, and large-screen resizing do not collapse the experience.
  • The product feels premium because it is confident and friction-aware, not because it piles on gradients, glass, or decorative chrome.

Practical craft rules

  • Use a consistent spacing rhythm grounded in Android's 4dp grid, but let the screen breathe where clarity benefits from more separation.
  • Build typography with distinct jobs: overline/kicker, headline, section label, body, metadata, and action text should not blur together.
  • Let one element dominate each viewport region. If headline, filter row, cards, and CTA all compete equally, the design has no conductor.
  • Prefer fewer, stronger surfaces over many weak cards and dividers.
  • Use color to clarify state, action, and trust. Do not use accent color as wallpaper.
  • Motion should reveal structure, preserve context, or confirm state change. Remove it if it is only decorative.

Screen-family best practices

  • Lists and feeds: make item hierarchy scannable in under a second, keep row density intentional, and make secondary metadata quieter than the decision-driving content.
  • Forms: keep labels persistent, make validation and requiredness obvious, and ensure keyboard progression never hides the active task.
  • Dashboards: do not import desktop density by default; group content into a clear narrative of summary, decision, and drill-down.
  • Onboarding and empty states: one idea per screen, one primary move, and copy that explains value before detail.
  • Sheets and dialogs: use them for focused decisions or contextual flows, not as a place to hide full screens with broken navigation.

Design Direction

Start with mobile intent, not decoration

  • Decide what the user must do one-handed, what can live below the fold, and what must stay visible through motion, keyboard, and narrow widths.
  • Mobile UI should feel authored, not squeezed-down desktop UI. Small screens punish weak hierarchy faster than any design review does.
  • Brand-forward does not mean louder by default. It means the interface feels deliberate, memorable, and specific to the product instead of generic Material scaffolding.

Pick a clear visual posture

  • Use one dominant posture per screen family:
  • confident utility: dense, clear, fast, highly legible, restrained color.
  • calm guidance: more air, stronger sectional rhythm, gentle emphasis, friendly onboarding and empty states.
  • premium trust: layered surfaces, disciplined motion, richer typography, higher confidence for money, health, or irreversible actions.
  • expressive brand: stronger color, memorable shapes, and signature layout moves, but still touch-safe and readable.
  • Keep the posture consistent across related screens. A premium dashboard and a flat, generic detail screen usually means the system is not yet coherent.

Create mode specifics

  • Start with:
  • screen goal
  • user state and urgency
  • primary action placement
  • content order
  • state planning for loading, empty, error, offline, and success
  • Choose the shell around the primary action:
  • bottom action areas for flow completion
  • floating action only when it is the dominant repeatable action
  • sheets for contextual, interruptible actions
  • tabs or segmented controls only when switching content families is central to the screen
  • Prefer one strong primary move per screen. If everything shouts, nothing leads.

Improve mode specifics

  • Audit:
  • what the eye lands on first
  • where the primary action currently sits
  • whether spacing communicates grouping
  • whether surfaces feel flat, noisy, or over-divided
  • whether the screen asks the user to read too much before acting
  • whether the screen feels generic because every component has equal visual weight
  • whether motion, color, and type are helping orientation or just adding noise
  • Preserve:
  • product logic
  • user muscle memory where it still helps
  • good existing component contracts
  • any design token investment already paying off
  • Improve by reordering emphasis, merging weak sections, clarifying labels, strengthening whitespace, and making calls to action unmissable without increasing clutter.

Fix mode specifics

  • Diagnose:
  • clipped or truncated text
  • buttons, chips, tabs, and snackbars that cannot survive longer text
  • actions hidden behind the keyboard or system bars
  • broken sheet heights or unsafe fixed heights
  • weak contrast or tiny touch targets
  • awkward spacing that makes dense screens harder to scan
  • empty, loading, or error states that do not explain what to do next
  • visual imbalance where everything is the same size, weight, and urgency
  • "cheap" feeling UI caused by weak rhythm, inconsistent corners, inconsistent elevation, or accidental color usage
  • Fix layout stress first, then aesthetics. A screen that looks premium in English but breaks in German or Arabic is not finished.

Localization And Overflow Best Practices

Localization-aware design

  • Expect long-string expansion as the default, not an edge case.
  • Design labels, chips, and CTA text to survive translation without depending on the English string length.
  • Think multiline first for buttons, filters, banners, onboarding copy, and empty states when the content must remain explicit.
  • Treat pseudolocalization as a design tool, not just a QA tool. If the hierarchy collapses under pseudolocalized strings, the design is too brittle.
  • Support per-app languages and locale shifts without assuming one global density or one formatting style.
  • Respect locale-specific numerals, date/time formats, currency width, and reading rhythm when designing narrow cells and summary rows.
  • Ensure visual emphasis does not depend on a specific word order that disappears in translation.

RTL-aware design

  • Mirror directional layout safely instead of hardcoding left/right assumptions.
  • Keep iconography, chevrons, progress cues, and text alignment honest in RTL contexts.
  • Do not rely on asymmetric padding or a left-anchored visual trick that breaks when mirrored.
  • When mixed-direction content appears inside the same screen, design for readability rather than assuming the entire surface behaves as one direction.

Overflow and cutoff safety

  • Do not use fixed-height text containers unless the design has been proven safe under long strings, font scaling, and multiline content.
  • No clipped CTA labels, chips, tabs, sheets, snackbars, toolbar titles, or bottom-sheet handles because of decorative layout decisions.
  • Prefer safe wrapping and adaptive reflow before silent truncation.
  • Use ellipsis only when the hidden content is genuinely noncritical or there is a clear recovery path such as expansion, detail view, or tooltip-equivalent help.
  • Ensure keyboards, IME insets, cutouts, taskbars, and system bars never obscure primary actions or active inputs.
  • On large screens and foldables, avoid placing crucial content in hinge, fold, or awkward dead-zone regions.
  • Do not put tap or drag-critical UI directly under gesture-inset conflict zones in edge-to-edge layouts.

Adaptive And Edge-To-Edge Best Practices

  • Design edge-to-edge by default: scrolling and background content may live behind system bars, but critical tappable UI must honor insets and gesture conflicts.
  • For target SDK 35+ and newer devices, assume edge-to-edge is part of the normal Android experience rather than an optional flourish.
  • Use window size classes and adaptive structure so layouts can recompose into rails, multi-column sections, or list-detail arrangements without becoming stretched phone UIs.
  • Large screens should at least meet "optimized" Android large-screen quality expectations: no letterboxing mindset, no dead wasted space, and no phone-only navigation assumptions.
  • Foldables and multi-window states are layout tests, not post-launch surprises.

Compose And View-System Guidance

Compose

  • Compose is best when the redesign needs flexible hierarchy, adaptive structure, expressive spacing, and reusable UI primitives.
  • Use Compose when the screen benefits from compositional sections, easier adaptive branching, and modern motion/visual polish.
  • Hand off to android-compose-foundations once the design intent is settled and the remaining work is component architecture and layout execution.

Views and XML

  • View-system screens still deserve strong design work; do not assume only Compose screens can feel premium.
  • Respect Fragment, RecyclerView, ViewBinding, and ConstraintLayout realities when planning improvements.
  • Prefer responsive/adaptive View-system layouts over static, dimension-locked XML that only looks correct on one device profile.
  • Hand off to android-viewsystem-foundations once the screen direction is clear and the remaining work is XML/Fragment execution.

Guardrails

  • Mobile-first always wins over desktop habits. Do not import dashboard-web density or pointer-driven assumptions into phone screens without justification.
  • Brand-forward styling must remain localization-safe, overflow-safe, and accessibility-safe.
  • Keep touch targets reachable and obvious; visual minimalism is not an excuse for tiny interactive areas.
  • Design for edge-to-edge layouts and real insets from the start rather than bolting them on after the fact.
  • Support phones, tablets, foldables, and multi-window states through adaptive structure, not one hardcoded canvas.
  • Preserve the product's mental model when improving existing screens; do not redesign the workflow unless the request asks for it.
  • Prefer clear hierarchy and recovery UX over decorative motion, ornamental surfaces, or extra chrome.
  • At least one of spacing, typography, depth, or color emphasis should make the screen memorable; "safe but generic" is not the target outcome for this skill.

Anti-Patterns

  • Designing a phone screen like a compressed web dashboard with tiny controls and dense top-level navigation.
  • Using fixed widths or heights that cause clipping, truncation, or overlap as soon as text length changes.
  • Treating English-only screenshots as proof that the design is complete.
  • Hiding the primary action below the fold, behind the keyboard, or in visually weak chrome.
  • Making every section a card, divider, or boxed surface until the screen becomes noisy and slow to scan.
  • Relying on symmetry tricks that collapse in RTL or on narrow widths.
  • Solving a layout bug by shortening copy instead of making the design structurally resilient.
  • Rebuilding everything visually when a focused repair would fix the real issue.
  • Mistaking visual busyness for premium quality.
  • Shipping a screen that looks good statically but becomes fragile under IME, font scaling, or long-form content.

Examples

Happy path

  • Scenario: Create a new Android mobile screen from scratch with a strong hierarchy, clear primary action, adaptive shell, and brand-forward visual posture.
  • Command: bash skills/android-mobile-frontend-design/scripts/run_examples.sh

Edge case

  • Scenario: Improve an existing OrbitTasks Compose screen so it survives long localized strings, keyboard insets, and RTL mirroring without clipped controls.
  • Command: cd examples/orbittasks-compose && ./gradlew :app:assembleDebug

Failure recovery

  • Scenario: Fix an existing XML screen with truncation, cramped spacing, and weak empty/error states before escalating to a full redesign.
  • Command: cd examples/orbittasks-xml && ./gradlew :app:assembleDebug

Done Checklist

  • The operating mode is explicit: create, improve, or fix.
  • The information hierarchy and primary action placement are clear before implementation details begin.
  • The design direction is brand-forward but still mobile-native and platform-usable.
  • Localization, RTL, overflow, keyboard, and inset stress cases have been considered explicitly.
  • Compose-vs-Views routing is clear, and implementation work is handed off to the correct neighboring skill.
  • The resulting guidance can be used to create a screen from scratch, improve an existing one, or repair a broken one without leaving major design decisions unresolved.

Official References

Capabilities

skillsource-krutikjainskill-android-mobile-frontend-designtopic-agent-skillstopic-androidtopic-android-developmenttopic-android-skillstopic-androidxtopic-claude-codetopic-codextopic-cursortopic-jetpack-composetopic-kotlintopic-skills

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Quality

0.45/ 1.00

deterministic score 0.45 from registry signals: · indexed on github topic:agent-skills · 8 github stars · SKILL.md body (18,664 chars)

Provenance

Indexed fromgithub
Enriched2026-05-18 19:13:27Z · deterministic:skill-github:v1 · v1
First seen2026-05-18
Last seen2026-05-18

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