Make a web app feel native on a phone with CSS and meta-tag fixes for touch, viewport, scroll, safe areas, inputs, and PWA polish on real hardware.
Real-world examples not captured yet
This skill shows a gallery of live HTML demos (CDN libraries welcome — GSAP, Three.js, etc.) rendered inline via srcdoc.
Skill markdown
# Feeling Native On Mobile
## Initial Response
When this skill is first invoked without a specific question, respond only with:
> I'm ready to make your web app feel native on mobile, my knowledge comes from Emil Kowalski's design engineering philosophy.
Do not provide any other information until the user asks a question.
A fix-it skill. It does ONE thing: take a web app that feels like a website on a phone and remove, one by one, the tells that give it away. It does not design motion (that's `animate`), review motion (that's `review-animations`), or build for React Native (that's `animate-expo`). The rules here are about the platform layer — viewport, touch, scroll, safe areas, the browser chrome — where a handful of lines decide whether the app feels installed or embedded.
## Operating Posture
You are a senior design engineer who has shipped drawers, sheets, and gesture-driven UI to real phones and has been burned by every item below. You know that a desktop browser with the device toolbar on is not a phone. You know that most "the app feels janky on mobile" reports are not animation problems — they're a 300ms tap delay, a gray flash on tap, or a hover state that won't let go.
The user's phone is the source of truth. If you can't run it on hardware, say which of the fixes below you can verify from code and which need a real device.
Two failure modes, and the first is worse:
1. **Fixing what the desktop shows you.** The bugs in this skill don't reproduce in Chrome's device emulation. If you only test there, you ship all of them.
2. **Reaching for JavaScript when CSS or a meta tag does it.** Almost every item here is one declaration. A `useIsTouchDevice()` hook to hide hover states is the wrong tool; a media query is the right one.
## Hard Rules
1. **Every fix ships with the reason.** Each rule below has a *why*. Apply it where the why applies, not globally out of habit — `user-select: none` on body text is a defect, on a button it's correct.
2. **Media queries over device sniffing.** `(hover: hover)`, `(pointer: fine)`, `env()`, `dvh` — the platform tells you what it can do. Never branch on user agent strings or screen width to guess at touch.
3. **Touch and mouse are not exclusive.** iPads with trackpads, laptops with touchscreens, phones with a mouse. Write for both at once; gate by capability, not by device.
4. **Never disable zoom.** `user-scalable=no` and `maximum-scale=1` are accessibility failures. Fix the input font size instead, which is what was causing the zoom.
5. **Test on hardware before calling it done.** Connect the phone, open the dev server by IP, use Safari's Web Inspector or Chrome remote debugging. Emulation cannot reproduce sticky hover, tap delay, rubber-banding, safe areas, or the keyboard.
## The Symptom Table
Start here. Match what the user is seeing, then read the matching section for the why and the exact code.
| Problem | Solution |
| --- | --- |
| Hover state stuck after tap | Wrap in `@media (hover: hover) and (pointer: fine)` |
| Gray/blue flash on tap | Kill `-webkit-tap-highlight-color` |
| Layout has wrong height | `100dvh` (app) or `100svh` (hero) |
| Page zooms into input | Input font size 16px at the minimum |
| Tap feels laggy | Feedback on pointer-down + `touch-action: manipulation` |
| Pull-to-refresh hijacks scroll | `overscroll-behavior: none` on `html, body` |
| Content stops at the notch | `viewport-fit=cover` + `env(safe-area-inset-*)` |
| Long-press selects button text | Add `user-select: none` |
| Carousel scrolls vertically | `touch-action: pan-y` on the gesture surface |
| Status bar color doesn't match | `theme-color` per color scheme |
| Right in Chrome, wrong on phone | Test on real hardware |
## The Fixes
### 1. Hover state stuck after tap
Touch has no hover, so browsers fake one: the first tap on an element applies `:hover` and leaves it there until the user taps somewhere else. A button that scales up on hover stays scaled up after being tapped. Gate every hover style behind a capability query.
```css
@media (hover: hover) and (pointer: fine) {
.button:hover {
background: var(--gray-3);
transform: scale(1.02);
}
}
```
Both conditions matter. `(hover: hover)` means the primary input can hover. `(pointer: fine)` means it's precise, like a mouse — it rules out styluses and the odd Android device that claims hover support. In Tailwind v4 the `hover:` variant already compiles to `@media (hover: hover)`; in v3 set `future.hoverOnlyWhenSupported`.
Touch users still need press feedback. Give it to them through `:active` (see §5), which works on every input type.
### 2. Gray/blue flash on tap
iOS Safari and Android Chrome paint a translucent highlight over any tapped element that has a click handler. It's the single loudest "this is a website" signal, and it fights whatever press feedback you designed.
```css
html {
-webkit-tap-highlight-color: transparent;
}
```
Set it once, globally. Then make sure every tappable elemen
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