Native Android Design

SkillMedia

Designs and audits native Android interfaces. Use when reviewing Compose layout, typography, color, motion, or adaptive patterns on a verified emulator build.

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What this skill tells your AI

The instructions your AI receives, as published by vasilyu1983/ai-agents-public in frameworks/shared-skills/skills/software-android-design/SKILL.md and read by ahel’s review.

Use this skill for visual design decisions and design-focused audits in native Android apps. Prefer it when the user needs Material 3 aligned screen structure, current Android-native visual defaults, or a screenshot-to-fix loop after a fresh verified build/install/launch. If the request is really about greenfield scaffolding, Gradle build loops, module selection, or broader Android implementation workflow, route to software-mobile and return here once the question becomes visual structure or design quality.

Quick Reference

Design concernDefaultNotes
TypeMaterialTheme.typographyDisplay → Headline → Title → Body → Label scale
ColorMaterialTheme.colorSchemeprimary, secondary, tertiary, surface, error, and on* variants
ShapeMaterialTheme.shapesExtraSmall→ExtraLarge; RoundedCornerShape
Dynamic colordynamicDarkColorScheme / dynamicLightColorSchemeAndroid 12+; static seed palette on older APIs
Bottom navNavigationBar 3–5 destinationsNavigationRail on medium, NavigationDrawer on expanded, or NavigationSuiteScaffold for auto
Top barTopAppBar / MediumTopAppBar / LargeTopAppBar / CenterAlignedTopAppBarChoose by headline presence; collapsing variants for rich headers
CardsElevatedCard hero, Card primary, OutlinedCard secondarytonalElevation 3 + shadow for hero
Custom data vizCanvasRadar charts, score rings, gradient bars, gauges — standard components insufficient
Adaptive layoutsListDetailPaneScaffold, SupportingPaneScaffold, NavigationSuiteScaffoldFeed grids for homogeneous content
Detail viewsModalBottomSheetNever expand deep detail inline in scroll content
MotionContainer transforms, AnimatedVisibility, animateContentSize, spring()M3 Expressive defaults
Edge-to-edgeenableEdgeToEdge() + windowInsetsPaddingMandatory, non-optional for targetSdk 36+ (windowOptOutEdgeToEdgeEnforcement removed)
Predictive backPredictiveBackHandler (Compose) / OnBackInvokedCallbackDefault system animation on Android 16+ when targeting API 36+; onBackPressed()/KEYCODE_BACK no longer dispatched at that target
Press feedbackInteractionSource + animateFloatAsState(0.94f), 100ms springModifier.clickable without Indication = no tactile response
Chip groupsFlowRowUse when spatial context matters; avoid horizontal scroll for finite sets
Peer view switchSegmentedButton or TabRowReduces navigation depth vs. separate screens
Immersive vizBottomSheetScaffold { background; viz; controls }Full-bleed; no card wrappers; no scroll
Aspect ratiosMaps .aspectRatio(1.4f), charts .aspectRatio(1f)Size by content type
Touch targets≥ 48dp on all interactive elementsPlatform minimum
Token disciplineNo magic numbers in screen filesTokenize spacing, elevation, shape, color

Defaults

  • Start from Material Design 3 Expressive, not custom chrome.
  • Treat Compose Material 3 as the modern native baseline for navigation, surfaces, typography, color, shape, and motion.
  • Enable dynamic color on Android 12+ and provide a well-tuned static seed palette as fallback.
  • Prefer MaterialTheme.typography, MaterialTheme.colorScheme, MaterialTheme.shapes, and standard containers before custom styling.
  • Keep navigation familiar: NavigationBar for peer sections, NavHost for drill-down, ModalBottomSheet for focused tasks.
  • Use emulator screenshot-driven verification for design changes only after a fresh build/uninstall/install/launch has been proven.

Platform Currency (as of 2026-07-11)

  • Android 17 (API 37) shipped 2026-06-16; Android 16 (API 36) is the prior release. Do not treat Android 15/16 as "current" — verify at developer.android.com/about/versions before citing a specific version as latest.
  • Google Play target API policy: new apps and app updates must target API level 36 (Android 16) or higher as of the 2026-08-31 deadline (one-time extension to 2026-11-01 available by request); apps not updated at all must still target at least API 35. This deadline moves roughly once a year — re-verify at developer.android.com/google/play/requirements/target-sdk rather than hardcoding a number.
  • Material 3 Expressive (announced May 2025) is the design direction, but its component APIs are still split: stable androidx.compose.material3:material3:1.4.0 ships the baseline M3 type scale, shapes, and most components; expressive-specific APIs (new shape morph library, expressive motion scheme, some new components) live behind @ExperimentalMaterial3ExpressiveApi in the 1.5.0-alpha line as of mid-2026. Confirm current stable-vs-experimental status at developer.android.com/jetpack/androidx/releases/compose-material3 before recommending an expressive-only API without an opt-in annotation.
  • Compose BOM: 2026.06.00 was the latest stable BOM as of this validation. Compose BOM ships roughly monthly — verify the current value at developer.android.com/develop/ui/compose/bom/bom-mapping rather than pinning an exact version in generated code.
  • Predictive back is mandatory system behavior for apps targeting API 36+ on Android 16+ devices — onBackPressed() and KEYCODE_BACK are no longer dispatched at that target. Use PredictiveBackHandler in Compose or OnBackInvokedCallback directly; do not recommend onBackPressed() overrides for new targetSdk-36 code.
  • Edge-to-edge is fully mandatory, not just default-on: windowOptOutEdgeToEdgeEnforcement is deprecated and has no effect once targetSdk reaches 36. Any recommendation that relies on opting out of edge-to-edge is stale.

Runtime Proof Gate

  • Do not trust screenshots until a fresh uninstall -> install -> launch loop has been completed for the current build.
  • If the on-screen UI appears older than source, suspect stale install first — clear app data or force uninstall before reinstalling.
  • If install or launch is failing, stop design iteration and fix runtime truth before continuing.
  • Use ADB and Gradle from the command line when Android Studio is not available.

Core Workflow

  1. Define the screen's primary job and the one or two pieces of content that must win first attention.
  2. Choose the Material structure first: NavigationBar, NavigationRail, Scaffold, TopAppBar, ModalBottomSheet, ListDetailPaneScaffold, or adaptive scaffold.
  3. Apply typography, spacing, and color using Material tokens before inventing a custom scale.
  4. Verify adaptive behavior across WindowSizeClass breakpoints — compact, medium, expanded.
  5. Verify with emulator: fresh build, uninstall, install, launch, capture screenshot, inspect, fix, repeat.

ASCII Flow

Android design task
  -> Prove current build: fresh install, launch, screenshot
  -> Define primary screen job and attention hierarchy
  -> Choose Material 3 structure and adaptive scaffold
  -> Apply tokens for type, color, shape, spacing, and motion
  -> Verify compact, medium, expanded, theme, and font-scale states
  -> Patch, rebuild, recapture, and compare evidence

Design Craft Checklist

Before writing or reviewing screen code, check these patterns from references/design-craft-patterns.md:

  1. Token discipline: Every spacing, elevation, shape, color, and repeated typography value traces to a named token. No magic numbers in screen files. If a TextStyle(fontSize = N.sp, fontWeight = W) pattern appears 3+ times, extract it to a typography token or use the Material type scale.
  2. Data containment: Values live in Cards, ListItem rows, or grid cells with visual boundaries, not floating in unbounded Column space.
  3. Visual anchoring: Data labels include Material icons (18-20dp). Categorized lists use colored dot indicators (6dp Canvas circles) for instant visual grouping.
  4. Card hierarchy: Hero card is visually distinct from secondary cards — ElevatedCard with level 3 tonalElevation + 28dp shape for hero, Card with 16dp shape for primary, OutlinedCard for secondary. Mixed content within one card uses HorizontalDivider.
  5. Data visualization: Use Canvas for custom charts (radar, rings, gauges), animated score rings with Animatable, and gradient score bars. See references/android-component-patterns.md.
  6. Interactive polish: Apply AnimatedVisibility for entrance reveals, animateContentSize for expanding sections, spring() for natural motion, container transforms for navigation transitions, and press feedback via Indication or InteractionSource on all tappable surfaces.
  7. Elevation and tonal surfaces: Use tonalElevation for surface layering rather than drop shadows alone. Material 3 uses tonal color overlays to express elevation — Surface(tonalElevation = N.dp) shifts surface color automatically.
  8. Localization readiness: All user-facing strings go through strings.xml — including section headers, CTAs, and short labels that seem "too small to localize" (they grow 30-50% in German/Russian). Verify RTL layout with forced RTL in developer options. Test German, Arabic, and CJK locales for overflow and mirroring.
  9. Competitor awareness: Check competitor patterns before inventing novel solutions. Borrow containment and anchoring patterns, not brand identities.
  10. Adaptive layout: Test on compact (phone), medium (foldable inner), and expanded (tablet) WindowSizeClass. Use NavigationSuiteScaffold or manual breakpoint switching. Verify that content reflows rather than just stretching.
  11. Accessibility: All touch targets >= 48dp. All decorative images have contentDescription = null. All meaningful images and icons have descriptive contentDescription. Use semantics { } to merge related elements for TalkBack and provide custom actions.
  12. Shape consistency: Use MaterialTheme.shapes scale (ExtraSmall through ExtraLarge) rather than ad-hoc RoundedCornerShape values. Keep shape language consistent across Cards, Buttons, Chips, and Sheets.

Design Review Loop

  • Prefer Android Studio Layout Inspector for hierarchy and bounds inspection when a project is runnable.
  • If Layout Inspector is unavailable, use ADB screencap + uiautomator dump as fallback for screenshots and hierarchy XML.
  • Prefer side-by-side before/after screenshots over verbal "looks better" claims.
  • Ask for evidence of font scaling (100%, 130%, 200%), dark/light theme, and WindowSizeClass behavior when a change touches layout or hierarchy.

See:

Expert Judgment

Decisions a senior Android design reviewer makes that go beyond checklist compliance:

Compose vs. Views in 2026

Default to Compose for any new screen or greenfield module — it is the modern native baseline and this skill assumes it. Views still legitimately win in narrower cases:

  • Large existing View/XML codebases where a full rewrite is not funded — interop via ComposeView/AndroidView at the screen boundary, migrate incrementally, do not force a big-bang rewrite for a design fix.
  • Performance-critical custom rendering with SurfaceView/TextureView (camera preview, video, some game-like canvases) — Compose's AndroidView interop works but adds indirection; a thin View layer can still be simpler when the surface needs precise frame-timing control.
  • Heavy RecyclerView with complex diffing/animations already tunedLazyColumn is capable, but do not force a rewrite of a well-optimized, stable RecyclerView adapter purely for "modernization" without a design or velocity reason.
  • Flag it as a smell, not a rule, when a team defaults to Views for a brand-new screen in 2026 — ask why, since Compose Material 3 is the better-supported path for adaptive layouts, dynamic color, and Material 3 Expressive.

Design-System Governance

  • A token system only pays off if it is enforced, not just documented. If screen files still contain 3+ repeated raw TextStyle/Color(0xFF...)/dp literals, the design system has a governance gap, not a discipline gap — recommend a lint rule (e.g., Compose lint check or custom detekt rule) over a style-guide reminder.
  • When a design system diverges from Material 3 defaults (custom shape scale, custom type ramp), require the divergence to be named and centralized in one theme file — never let ad-hoc per-screen overrides recreate "shadow tokens."
  • Treat Material 3 Expressive adoption as a system-wide decision, not a per-screen one: mixing baseline M3 shapes/motion with Expressive shapes/motion in the same app reads as visually inconsistent. Pick one posture per app (or per clearly-scoped surface) and document why.

Platform Convention vs. Brand Identity

  • Keep interaction models (navigation placement, back behavior, sheet vs. dialog choice, gesture conventions) aligned with platform convention even when a brand wants to differentiate — users' muscle memory for Android navigation is a usability asset, not a constraint to design around.
  • Spend brand differentiation budget on what users actually perceive as "your app": color, shape language, motion character, illustration, voice/tone in copy. These can diverge from stock Material without confusing users.
  • When a brand team pushes a fully custom navigation paradigm (e.g., no back button, custom bottom bar behavior) purely for differentiation, push back with the platform-convention cost: broken predictive-back expectations, broken TalkBack navigation order, and accessibility-services friction, all for a gain that is rarely measurable in retention.

Foldable and Large-Screen Failure Modes

Common mistakes that pass phone-only review but fail on foldables/tablets:

  • Fixed single-pane layout stretched to expanded width — content readable at 360dp becomes a wall of text at 840dp+. Constrain reading width or switch to a list-detail/two-pane structure at WindowWidthSizeClass.EXPANDED.
  • Not handling the fold seam / hinge — content or interactive elements landing exactly on the hinge on a foldable's tabletop or book posture. Use WindowInfoTracker/FoldingFeature to detect the hinge and avoid placing critical controls there.
  • NavigationBar left in place on tablets — Material guidance is explicit that NavigationBar should give way to NavigationRail/NavigationDrawer at medium/expanded width; leaving bottom nav on a tablet is one of the most common large-screen regressions.
  • Orientation/resizability assumptions baked into layout code — assuming portrait-only or a fixed activity size breaks multi-window and free-form resizing, which recent Android versions increasingly force on large screens regardless of manifest declarations. Verify behavior with the emulator's resizable/foldable device profiles, not just a fixed Pixel phone skin.
  • Testing only at compact and expanded, skipping medium — the foldable inner-display and small-tablet band (600-839dp) is where two-column layouts most often look cramped or where a rail/nav choice is wrong; do not skip it as "close enough" to either neighbor.

Route Elsewhere

Navigation

References

Scripts

These are optional helpers for a proven-build design loop. If the app cannot be built, installed, or launched cleanly, fix the build before staying in this skill.

Anti-Patterns

  • Do not audit or redesign from screenshots that have not been tied to a fresh install and launch.
  • Do not invent custom chrome before checking whether standard Material 3 structure already solves the hierarchy problem.
  • Do not hardcode Color(0xFF...) values in Composables — use MaterialTheme.colorScheme roles so light, dark, and dynamic color adapt automatically.
  • Do not use fixed sp sizes outside the Material type scale without justification — prefer MaterialTheme.typography roles.
  • Do not rely on elevation shadows alone for depth — Material 3 uses tonalElevation (tonal color shift) as the primary depth signal; shadows are supplementary.
  • Do not wrap Box(Modifier.clickable { }) without providing a ripple Indication — it produces a dead-feeling tap with no visual response.
  • Do not use ModalBottomSheet as the sole navigation mechanism — it is for secondary detail, not primary app structure.
  • Do not skip WindowInsets consumption after calling enableEdgeToEdge() — content will render behind system bars.
  • Do not nest a LazyColumn inside a Column with verticalScroll — this causes nested scrolling crashes. Use a single LazyColumn with mixed item types.
  • Do not set a minHeight on Cards without testing at 200% font scale — the content will overflow the fixed minimum.
  • Do not use pointerInput with detectTapGestures for simple click handling — use Modifier.clickable which provides accessibility semantics, ripple, and focus handling for free.
  • Do not treat dashboard heuristics such as card count or density as Google rules.
  • Do not use Text("$intValue") for years or IDs without considering locale formatting — use explicit String formatting to prevent comma insertion (2,026 instead of 2026).
  • Do not use Modifier.shadow() without also applying clip or graphicsLayer(clip = true) — shadow draws around the unclipped bounds, creating a rectangular shadow on rounded content.
  • Do not hardcode Color.White or Color.Black for text or surfaces — use MaterialTheme.colorScheme.onSurface, onSurfaceVariant, or outline roles.
  • Do not skip contentDescription on meaningful icons and images — TalkBack users get no information from undescribed elements.
  • Do not use fillMaxWidth() on every element without considering medium and expanded WindowSizeClass — content stretches to unreadable line lengths on tablets.
  • Do not dismiss ModalBottomSheet and present a new one in the same frame — set state to hidden first, then present the new sheet after recomposition.
  • Do not put temporal controls (sliders, scrubbers) inside bottom sheets — they belong in the main layout where they stay visible during visualization interaction.
  • Do not start Canvas animatableProgress at 0f for data-driven views — data may load after composition, leaving the Canvas empty. Start at 1f or trigger animation on data change.
  • Do not use LazyVerticalGrid with GridCells.Fixed(3) on compact phones for content that needs readable text — two columns or a single column with weight-based rows works better. Reserve Fixed(3) for icon-sized cells or compact stat grids.
  • Do not use Modifier.background() with a rounded shape without also applying .clip() to the same shape — child content will bleed past the rounded corners. Use Surface(shape = ...) instead, which clips automatically.
  • Do not use rememberSaveable for large data objects or lists — it serializes to Bundle which has a strict 1MB transaction limit. Use a ViewModel for screen-level data state; use rememberSaveable only for primitive UI state (selected tab index, scroll position, sheet expanded boolean).
  • Do not apply Modifier.verticalScroll() and LazyColumn in the same hierarchy — this creates nested scrolling that crashes or produces broken gestures. Use a single LazyColumn with mixed item { } blocks for heterogeneous content.
  • Do not use lineHeight in sp for body text without testing at 200% font scale — large font scale with fixed lineHeight creates overlapping text. Let the Material type scale handle line height or use lineHeight = TextUnit.Unspecified and rely on default scaling.
  • Do not emit UI state for a visualization as a fresh data class instance on every frame. Strong Skipping Mode (Kotlin 2.x + Compose) compares unstable composable parameters by instance reference, so a _uiState.value = _uiState.value.copy(field = new) per event forces the visualization composable to recompose even when the value it actually reads is unchanged. Hoist derived lists to the ViewModel with stateIn, split state into @Immutable slices, and pass only the primitives a given chart or ring actually needs. See ../software-android-native/references/compose-state-concurrency.md → "Strong Skipping Mode (Kotlin 2.x)" for the full rules.

Verification Gate

Before concluding a design recommendation or audit, confirm all of the following:

Shortened here. Read the whole file on GitHub.

Signals

GitHub stars
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Forks
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Last commit
Sep 2026

ahel review

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    bundled executables the agent is told to run

Automated review, not a security audit. Ruleset v1+k2.

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skill
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software-android-design
Source
github.com/vasilyu1983/ai-agents-public