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mobile-principles

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Mobile-specific UX principles - touch targets, hover-less doctrine, thumb zones, safe areas, gestures, mobile perf budgets. Cross-platform (web mobile, iOS, Android).

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What this skill tells your AI

The instructions your AI receives, as published by athevon/genjutsu in skills/_jutsu/mobile-principles/SKILL.md and read by ahel’s review.

Version-sensitive. Every API name, SDK gate and browser-support claim below was verified on 2026-09-08 against primary sources. What against, and when, is in _jutsu/VERSIONS.md. If that date is old, re-verify before acting on a version number.

Mobile Principles

Touch-first UX context. Loaded when mobile is detected (web mobile, iOS, Android). Concise rules here. Deep-dive in references/.


Touch Targets

PlatformRecommended (design to this)Hard floorSpacingSpec
Apple iOS / iPadOS44x44 pt28x28 pt~12 pt padding around bezeled controls, ~24 pt around unbezeled onesApple HIG, Accessibility > Mobility
Apple watchOS44x44 pt28x28 ptas aboveApple HIG
Android48x48 dp48x48 dp8 dp between targetsMaterial Design 3
Web mobile44x44 CSS px24x24 CSS px24 px un-overlapped spacing satisfies the AA exceptionWCAG 2.5.5 Target Size (Enhanced), AAA = 44x44; WCAG 2.5.8 Target Size (Minimum), AA = 24x24

Rule of thumb: any tap target smaller than the platform minimum is a usability bug, period. The hit area can extend beyond the visible glyph (use padding, hitSlop, or a transparent inner spacer), but the interactive surface must reach the minimum. Spacing matters as much as size: two 44pt buttons touching edges are still mistappable.


No-Hover Doctrine

:hover does not exist on touch. Treating it as a primary trigger means hidden affordances on every phone. Anything reachable only by hover is, on mobile, simply gone. Visible-by-default is the rule; hover styles are a desktop enhancement, never a load-bearing interaction.

CSS - gate hover styles behind a media query:

.card { opacity: 1; transform: translateY(0); }

@media (hover: hover) and (pointer: fine) {
  .card { opacity: 0.85; }
  .card:hover { opacity: 1; transform: translateY(-2px); }
}

SwiftUI - tap and long-press, no pseudo-hover:

Image(systemName: "heart")
  .onTapGesture { toggleLike() }
  .contextMenu {
    Button("Share", systemImage: "square.and.arrow.up", action: share)
    Button("Report", systemImage: "flag", role: .destructive, action: report)
  }

Compose - combinedClickable for tap + long-press:

Box(
  modifier = Modifier
    .combinedClickable(
      onClick = { toggleLike() },
      onLongClick = { showContextMenu() },
    )
) {
  Icon(Icons.Default.Favorite, contentDescription = "Like")
}

Thumb Zones (Hoober)

Steven Hoober's research shows portrait phone use is overwhelmingly one-handed or cradled, with the thumb pivoting from the bottom corner. The screen splits into reachable zones:

+------+----+------+
| HARD | OK | HARD |   <- top: stretch, two-handed only
+------+----+------+
|  OK  | OK |  OK  |   <- middle: comfortable
+------+----+------+
| EASY |EASY| EASY |   <- bottom: natural thumb arc
+------+----+------+
  • Bottom third (EASY): primary CTA, send, confirm, FAB, tab bar.
  • Middle (OK): content, secondary actions.
  • Top (HARD): back, close, search, profile - things the user expects to reach for, not hit by reflex.

Rule: primary CTA goes in the bottom half. Secondary, less-frequent or destructive actions go in the top. Never put a "Pay" button in the top-right corner of a phone screen.


Safe Areas

PlatformAPIInsets respected
Web`env(safe-area-inset-topright
SwiftUI.safeAreaInset(edge: ...), safeAreaInsets envnav bar, tab bar, notch, home
ComposeModifier.windowInsetsPadding(WindowInsets.safeDrawing)system bars, IME, cutouts

Web:

<meta name="viewport" content="width=device-width, initial-scale=1, viewport-fit=cover">
.fab {
  position: fixed;
  bottom: calc(env(safe-area-inset-bottom) + 16px);
  right: calc(env(safe-area-inset-right) + 16px);
}

SwiftUI:

ScrollView { content }
  .safeAreaInset(edge: .bottom) {
    PrimaryCTA().padding()
  }

Compose:

Column(
  modifier = Modifier
    .fillMaxSize()
    .windowInsetsPadding(WindowInsets.safeDrawing)
) { /* content */ }

Reduced Motion (cross-platform unified)

PlatformAPI
Web CSS@media (prefers-reduced-motion: reduce)
Web JSwindow.matchMedia('(prefers-reduced-motion: reduce)')
SwiftUI@Environment(\.accessibilityReduceMotion) var reduceMotion
UIKitUIAccessibility.isReduceMotionEnabled
ComposeCustom helper using Settings.Global.ANIMATOR_DURATION_SCALE (see code below; deep-dive in references/accessibility-mobile.md)

SwiftUI:

struct Hero: View {
  @Environment(\.accessibilityReduceMotion) var reduceMotion
  @State private var shown = false

  var body: some View {
    Text("Welcome")
      .opacity(shown ? 1 : 0)
      .offset(y: shown ? 0 : (reduceMotion ? 0 : 20))
      .animation(reduceMotion ? .none : .easeOut(duration: 0.3), value: shown)
      .onAppear { shown = true }
  }
}

UIKit:

let duration = UIAccessibility.isReduceMotionEnabled ? 0 : 0.3
UIView.animate(withDuration: duration) {
  view.alpha = 1
  view.transform = .identity
}

Compose (helper pattern):

@Composable
fun rememberReduceMotion(): Boolean {
  val context = LocalContext.current
  return remember {
    Settings.Global.getFloat(
      context.contentResolver,
      Settings.Global.ANIMATOR_DURATION_SCALE,
      1f,
    ) == 0f
  }
}

val reduceMotion = rememberReduceMotion()
val spec = if (reduceMotion) snap() else tween<Float>(durationMillis = 300)

Note: prefer ValueAnimator.areAnimatorsEnabled() (API 26+) - it returns false when the animator duration scale is 0, which the developer-options "Animation off" toggle, Battery Saver, and the user-facing "Remove animations" (Settings -> Accessibility) toggle all set. Deep dive in references/accessibility-mobile.md.


Mobile Gestures (canonical patterns)

The five gestures users already know. Reusing them is free UX; reinventing them is friction.

  • Swipe-back: iOS edge-swipe from the leading edge to pop the navigation stack. Never override; mirror it on Android via predictive back, available since Android 13 (API 33) and opted into with android:enableOnBackInvokedCallback="true" plus OnBackPressedCallback / PredictiveBackHandler. On Android 13-14 the animations were behind a developer option; from Android 15 the system back-to-home / cross-activity / cross-task animations show automatically for opted-in apps.
  • Pull-to-refresh: downward drag at the top of a scroll surface to refetch. Standard on feeds, mail, lists.
  • Drag-to-dismiss: modal sheets and image viewers close when dragged downward past a threshold (typically 100-150pt).
  • Pinch-to-zoom: two-finger spread/pinch on images, maps, and zoomable canvases. Respect minimum/maximum scale.
  • Swipe actions on rows: horizontal swipe on a list row to reveal contextual actions (delete, archive, mark read). Leading vs trailing swipe = different action sets.

Mobile Performance Budgets

  • Cold start: <2s on mid-range devices. Baselines: Android Pixel 4a, iPhone SE (2nd gen). If your app takes 4s on a Pixel 4a, it takes 8s on a low-end device users actually own.
  • Frame budget: 16.67ms per frame at 60fps, 8.33ms at 120fps (ProMotion / high-refresh Android). Anything synchronous on the main thread above that = jank.
  • Binary size: target <30MB APK and <50MB IPA before adding heavy media libs. Lottie/Rive add 500KB to 2MB. Watch your asset folders; PNGs over WebP / vector are the usual culprit.
  • Battery: no continuous CPU activity in the background. Coalesce work, use platform schedulers (WorkManager on Android, BGTaskScheduler on iOS), avoid wake-locks unless the user explicitly asked for foreground media.
  • Network: respect connection hints. Web: Save-Data request header and navigator.connection.saveData. iOS: URLSessionConfiguration.allowsCellularAccess and NWPathMonitor for cellular vs Wi-Fi. Android: ConnectivityManager + NetworkCapabilities to detect metered networks.

Anti-Patterns (BAD / GOOD)

1. Hover as the only reveal

/* BAD - on mobile the action button literally never appears */
.card .actions { opacity: 0; }
.card:hover .actions { opacity: 1; }
/* GOOD - visible by default, hover is a desktop enhancement */
.card .actions { opacity: 1; }

@media (hover: hover) and (pointer: fine) {
  .card .actions { opacity: 0; transition: opacity 0.15s ease-out; }
  .card:hover .actions { opacity: 1; }
}

2. Sub-minimum touch targets

// BAD - looks 32dp and reads as a 32dp target to whoever writes the next one.
// Material 3's IconButton actually applies minimumInteractiveComponentSize() itself, so
// the touch target stays 48dp here - but only because the component rescues you, and only
// while LocalMinimumInteractiveComponentEnforcement is on. On a custom Box or Row with the
// same modifier, the target really is 32dp and really is mistappable.
IconButton(
  onClick = onDelete,
  modifier = Modifier.size(32.dp),
) { Icon(Icons.Default.Delete, contentDescription = "Delete") }
// GOOD - 48dp minimum even when the visible icon is 24dp
IconButton(
  onClick = onDelete,
  modifier = Modifier.size(48.dp),
) {
  Icon(
    Icons.Default.Delete,
    contentDescription = "Delete",
    modifier = Modifier.size(24.dp),
  )
}

3. Ignoring safe area insets

// BAD - the CTA sits under the home indicator on every modern iPhone
VStack {
  Spacer()
  Button("Continue", action: next)
    .frame(maxWidth: .infinity)
    .padding()
}
// GOOD - safeAreaInset keeps the button reachable and visible
ScrollView { content }
  .safeAreaInset(edge: .bottom) {
    Button("Continue", action: next)
      .frame(maxWidth: .infinity)
      .padding()
  }

Quick Reference: Loading sub-skills

NeedLoad
Gesture deep-divereferences/gestures-deep.md
Mobile a11y deep-divereferences/accessibility-mobile.md
Compose-specific anim../compose-motion/SKILL.md
SwiftUI-specific anim../swiftui-motion/SKILL.md

Sources

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GitHub stars
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Last commit
Sep 2026
Advanced
Catalog kind
skill
Gateway key
mobile-principles
Source
github.com/athevon/genjutsu