athevon/genjutsu3 files

Mobile Principles

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

Specification
Skill ID
athevon/genjutsu/mobile-principles
Publisher
athevon
Repository
genjutsu
Installs
0
Files
3
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

athevon/genjutsu/mobile-principlesInstalls these files
  • SKILL.md
  • references/accessibility-mobile.md
  • references/gestures-deep.md

What this skill tells the agent

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-toprightbottomleft) + viewport-fit=cover`notch, home indicator
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.

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