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.
What this skill 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 o
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