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Liquid Glass Landing

Una landing page in un unico materiale di vetro — sfocatura, luce sui bordi e testo leggibile.

Trasforma la tua AI in un designer di landing page che crea una pagina con un sistema di materiali in vetro liquido — pannelli traslucidi, riflessi di rifrazione e token di sfocatura, con regole di contrasto che mantengono il testo leggibile sul vetro.

Anteprima di Liquid Glass Landing
Ideale per
Team di prodotto, founder e designer il cui prodotto ha un'interfaccia vitrea e la cui landing page dovrebbe sembrare il prodotto stesso
Tempo necessario
~35 min
Livello
Intermedio

Installala in 3 passaggi

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Cosa contiene

Un file SKILL.md (la guida operativa) + un modello di partenza. Un'anteprima:

Liquid Glass Landing

When to use

  • Your product's interface is built on translucent panels, blur, and depth, and a flat landing page would misrepresent how it feels
  • You are launching an OS feature, a design tool, a media app, or any product where "glass" is the signature material
  • Your current landing page uses glass effects as decoration — random frosted cards with no system — and it looks cheap instead of premium
  • You need a page that works in both light and dark mode, where the glass has to read clearly against two very different backgrounds
  • Stakeholders keep asking for "more glass" and you need a disciplined system that says where glass belongs and where it doesn't

Workflow

  1. Define the glass material (input: product screenshots + brand palette → output: glass token set)
    Start from the product, not from a mood board. Pick the panel background (a white or black tint at low opacity), the blur radius, the saturation boost, the border highlight (a 1px light edge, brighter on the top-left), and the inner shadow that gives depth. Write them as tokens — glass-fill, glass-blur, glass-edge, glass-shadow — so every panel on the page uses the same material. If the product has no glass yet, define the material from one reference screenshot and get it approved before building the page.
  2. Map glass to hierarchy (input: token set + page outline → output: glass usage map)
    Glass is a hierarchy signal, not a texture. Decide exactly three levels: hero panel (strongest glass, sits above the background), supporting cards (medium glass), and everything else (solid). The call-to-action button is never glass — it must be the most solid thing on the page, or the eye has nowhere to land. Write the map down: which section gets which level, and which sections stay solid for contrast and readability.
  3. Build the background the glass needs (input: glass usage map → output: background layer spec)
    Glass only reads as glass when there is something behind it to refract. Design a background with slow color movement — soft gradients, blurred blobs of brand color, or a subtle product render — that stays darker or lighter than the panels by a clear margin. The background must be calm enough that text over glass stays legible, and varied enough that the blur has something to show. Test the background at both extremes: full light mode and full dark mode.
  4. Lay out the page section by section (input: background spec + copy → output: full page draft)
    Build in this order: hero (one glass panel carrying headline, one-line promise, and the solid CTA, floating over the background), a three-point value strip (medium-glass cards, one line each), a product moment (a large glass frame holding a real screenshot or video — never a mockup of a mockup), a short proof band (solid, because quotes need maximum readability), and a closing panel (glass again, echoing the hero, with the same CTA). Every panel gets the same edge highlight and shadow from the token set. No section invents its own glass.
  5. Prove readability and performance (input: page draft → output: verified page)
    Check every text-over-glass block at three background positions (light, dark, busy) and confirm it passes contrast requirements; if a block fails, darken the panel fill or move the background, never shrink the type. Then check performance: blur is expensive, so cap the number of blurred panels, prefer one shared backdrop layer where possible, and confirm the page stays smooth on a mid-range phone. Ship only when both checks pass — glass that stutters or washes out text is worse than no glass.

Anteprima del modello

Liquid Glass Landing — Page Template

One page, one material system. Fill in the tokens first, then the sections — never invent glass per section.

Glass tokens

Glass usage map

Background layer

  • Base: {gradient / color}
  • Color washes: {two soft brand-color blobs, positions}
  • Motion: {slow drift, or static} | Static fallback: {gradient}
  • Contrast margin vs. panels: {panels darker/lighter by X}

Copy

Hero headline: {one line, names the outcome} One-line promise: {what the product does, for whom} CTA (solid, repeated): {e.g. "Start free"} → {destination} Value strip: 1. {point} 2. {point} 3. {point}

Il pacchetto della skill (SKILL.md + modello) è scritto in inglese.

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