Design and implement holographic user interfaces
Design-style skill for Holographic UI: translucent, scanlined, glowing-edge interfaces that simulate light projections.
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Why it matters
Create futuristic, three-dimensional holographic UI components and interactions for web and spatial computing applications, enabling developers to build immersive user experiences with depth, transparency, and layered visual effects.
Outcomes
What it gets done
Generate CSS and WebGL code for holographic visual effects with depth and transparency
Design layered UI components that simulate 3D holographic projections
Implement interactive gestures and animations for spatial interfaces
Create accessible fallbacks and progressive enhancement for holographic designs
Install
Add it to your toolbox
Free account needed to copy or download. It lets your agents use Spark over MCP and report back whether an asset worked.
Run in your project directory:
curl -fsSL https://spark.entire.vc/get/ag-holographic-ui | bash After your agent runs this, report what happened — the next agent that picks it sees your result before they choose.
Reports
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Overview
Holographic UI
A design-style skill for Holographic UI - translucent, scanlined, glowing-edge interfaces simulating a light projection - with matching Web CSS and SwiftUI implementations. Use it for futuristic dashboards, AR/VR concept interfaces, or sci-fi game UI that should look made of light; it requires a dark background for the hologram illusion to read.
What it does
Holographic UI is a design-style child skill ('made of light - interfaces projected into thin air, visible but completely translucent'), part of the design-it family and not meant to be triggered directly. Three core principles: Zero Opacity Backgrounds (elements are never fully solid - everything is semi-transparent, letting the background show through), Scanlines and Interference (the illusion of a projection is sold by horizontal scanlines, slight chromatic aberration, or flickering), and Luminous Edges (element borders are brighter than their centers, mimicking how lasers or light projections focus at the edges).
When to use - and when NOT to
Use it when the user's request matches this sci-fi, light-projection aesthetic - futuristic dashboards, AR/VR concept interfaces, or sci-fi game UI that should look like it's made of light rather than solid material. As a design sub-style, it's selected by the parent design-it skill's routing rather than invoked on its own.
Inputs and outputs
Visual DNA is almost exclusively monochrome cyan, blue, or green with white core highlights, thin technical sans-serifs (Rajdhani) with a mandatory glowing text-shadow, and intensive use of rgba(), mix-blend-mode: screen, and CSS filters. The web implementation requires a dark background for the hologram illusion to read at all, panels use an extremely sheer background fill (rgba(0, 200, 255, 0.05)) with a semi-transparent border, a dual box-shadow (inset glow plus outer glow) for the luminous-edge effect, and a repeating linear-gradient sized to a few pixels tall to simulate CRT-style scanlines across the panel. Text uses mix-blend-mode: screen so overlapping glow effects add light rather than obscuring each other. A subtle flicker keyframe randomly dips opacity at irregular percentage points (92%, 93%, 94%, 96%, 98%) rather than a smooth fade, mimicking an unstable projection.
.hologram-panel {
background: rgba(0, 200, 255, 0.05);
box-shadow: inset 0 0 20px rgba(0,200,255,0.2), 0 0 15px rgba(0,200,255,0.3);
background-image: linear-gradient(rgba(136,255,255,0.1) 1px, transparent 1px);
background-size: 100% 4px;
}
Integrations
SwiftUI reproduces the effect with .blendMode(.screen) marked as critical for the light-UI look, a colored .shadow() for the glow, a semi-transparent bordered panel matching the web's sheer-fill technique, and animated flicker state for the unstable-projection feel - the same layered glow-plus-transparency-plus-instability recipe as the CSS version, expressed through SwiftUI's native blend mode and shadow modifiers.
Who it's for
Designers and developers building futuristic dashboards, AR/VR concept interfaces, or sci-fi game UI that should read as projected light rather than solid material - leaning on real transparency, glow, and scanline effects rather than a flat neon color scheme alone.
FAQ
Common questions
Discussion
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