ios-ui-refactor

Apple HIG SwiftUI iOS 26 / Swift 6.2 Best Practices

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Install skill "ios-ui-refactor" with this command: npx skills add pproenca/dot-skills/pproenca-dot-skills-ios-ui-refactor

Apple HIG SwiftUI iOS 26 / Swift 6.2 Best Practices

A principal designer's lens for evaluating and refactoring SwiftUI interfaces to Apple-quality standards, grounded in Rams, Segall, and Edson. Contains 51 rules across 8 categories, each grounded in specific principles from three foundational design texts:

  • Dieter Rams — Ten Principles for Good Design ("less, but better," "design should be honest")

  • Ken Segall — Insanely Simple (simplicity as a core principle for intuitive, beautiful products)

  • John Edson — Design Like Apple (design-focused culture, prototyping to perfection, the product is the marketing)

Categories are ordered by a visual review process: start with what to remove, then what to clarify, then what to make honest, invisible, systematic, thorough, enduring, and finally what to refine.

Scope & Relationship to Sibling Skills

This skill is the refactoring and review lens — it evaluates existing UI and identifies visual anti-patterns to fix. When loaded alongside ios-design (building new UI), ios-hig (HIG compliance), or swift-refactor (code-level refactoring), this skill supersedes overlapping rules with more detailed "incorrect -> correct" transformations and "When NOT to apply" guidance. Use this skill for auditing and improving existing screens; use the siblings for greenfield implementation.

Clinic Architecture Contract (iOS 26 / Swift 6.2)

All guidance in this skill assumes the clinic modular MVVM-C architecture:

  • Feature modules import Domain
  • DesignSystem only (never Data , never sibling features)
  • App target is the convergence point and owns DependencyContainer , concrete coordinators, and Route Shell wiring

  • Domain stays pure Swift and defines models plus repository, *Coordinating , ErrorRouting , and AppError contracts

  • Data owns SwiftData/network/sync/retry/background I/O and implements Domain protocols

  • Read/write flow defaults to stale-while-revalidate reads and optimistic queued writes

  • ViewModels call repository protocols directly (no default use-case/interactor layer)

When to Apply

Reference these guidelines when:

  • Reviewing existing SwiftUI screens for visual quality issues

  • Auditing whether every element on screen earns its place (Rams #10)

  • Evaluating if the interface is self-explanatory without tooltips (Rams #4)

  • Checking that colors, states, and hierarchy tell the truth (Rams #6)

  • Ensuring animations and materials are invisible, not decorative (Rams #5)

  • Verifying spacing, radii, and colors form a coherent system (Edson "Systems Thinking")

  • Confirming edge cases — reduce motion, touch targets, safe areas — are handled (Rams #8)

  • Adopting iOS 26 / Swift 6.2 APIs that refine previously impossible interactions (Edson "Design Out Loud")

Rule Categories by Priority

Priority Category Principle Impact Prefix Rules

1 Less, But Better Rams #10 + Segall "Think Minimal" CRITICAL less-

7

2 Self-Evident Design Rams #4 + Segall "Think Human" CRITICAL evident-

6

3 Honest Interfaces Rams #6 + Segall "Think Brutal" CRITICAL honest-

6

4 Invisible Design Rams #5 + Edson "Product Is Marketing" HIGH invisible-

6

5 Systems, Not Pieces Edson "Systems Thinking" + Rams #8 HIGH system-

6

6 Thorough to the Last Detail Rams #8 + Rams #2 HIGH thorough-

7

7 Enduring Over Trendy Rams #7 + Edson "Design With Conviction" MEDIUM-HIGH enduring-

5

8 Refined Through Iteration Edson "Design Out Loud" + Rams #1/#3 MEDIUM refined-

8

Quick Reference

  1. Less, But Better (CRITICAL)

Rams #10: "Good design is as little design as possible." Segall: Apple succeeded by saying no to a thousand things.

  • less-single-focal

  • One primary focal point per screen

  • less-type-restraint

  • Limit to 3-4 distinct type treatments per screen

  • less-one-typeface

  • One typeface per app, differentiate with weight and size

  • less-color-restraint

  • Reserve saturated colors for small interactive elements

  • less-one-color-purpose

  • Each semantic color serves exactly one purpose

  • less-purposeful-motion

  • Every animation must communicate state change or provide feedback

  • less-fewer-controls

  • Remove controls that do not serve the core task

  1. Self-Evident Design (CRITICAL)

Rams #4: "Good design makes a product understandable." Segall: interfaces must speak in terms people understand.

  • evident-visual-weight

  • Combine size, weight, and contrast for hierarchy

  • evident-whitespace-grouping

  • Use whitespace to separate conceptual groups

  • evident-progressive-disclosure

  • Use progressive disclosure for dense information

  • evident-reading-order

  • Align visual weight with logical reading order

  • evident-navigation-intent

  • Sheets for tasks and creation, push for drill-down hierarchy

  • evident-label-clarity

  • Use clear labels over ambiguous icons

  1. Honest Interfaces (CRITICAL)

Rams #6: "Good design is honest." Segall: clarity without sugar-coating.

  • honest-semantic-colors

  • Use semantic colors, never hard-coded black or white

  • honest-contrast

  • Ensure WCAG AA contrast ratios

  • honest-dark-mode

  • Define light and dark variants for every custom color

  • honest-foreground-style

  • Use foregroundStyle over foregroundColor

  • honest-depth-cues

  • Use materials for layering, not drop shadows for depth

  • honest-loading-states

  • Show real progress, not indefinite spinners

  1. Invisible Design (HIGH)

Rams #5: "Good design is unobtrusive." Edson: the product itself is the marketing.

  • invisible-spring-physics

  • Default to spring animations for all UI transitions

  • invisible-spring-presets

  • Use .smooth for routine, .snappy for interactive, .bouncy for delight

  • invisible-no-easing

  • Prefer springs over linear and easeInOut for UI elements

  • invisible-system-materials

  • Use system materials, not custom semi-transparent backgrounds

  • invisible-symbol-effects

  • Use built-in symbolEffect, not manual symbol animation

  • invisible-content-transitions

  • Use contentTransition for changing text and numbers

  1. Systems, Not Pieces (HIGH)

Edson: "Design is systems thinking." Rams #8: nothing must be arbitrary or left to chance.

  • system-spacing-grid

  • Use a 4pt base unit for all spacing

  • system-consistent-padding

  • Use consistent padding across all screens

  • system-corner-radii

  • Standardize corner radii per component type

  • system-alignment

  • Consistent alignment per content type within a screen

  • system-color-naming

  • Name custom colors by role, not hue

  • system-brand-integration

  • Map brand palette onto iOS semantic color roles

  1. Thorough to the Last Detail (HIGH)

Rams #8: "Care and accuracy in the design process show respect for the user." Rams #2: if the user cannot reliably use it, the product has failed.

  • thorough-reduce-motion

  • Always provide reduce motion fallback

  • thorough-touch-targets

  • All interactive elements at least 44x44 points

  • thorough-safe-areas

  • Always respect safe areas

  • thorough-readable-weights

  • Avoid light font weights for body text

  • thorough-vibrancy-levels

  • Match vibrancy level to content importance

  • thorough-material-thickness

  • Choose material thickness by contrast needs

  • thorough-background-interaction

  • Enable background interaction for peek-style sheets

  1. Enduring Over Trendy (MEDIUM-HIGH)

Rams #7: "Good design is long-lasting." Edson: commit to a voice that persists across product generations.

  • enduring-system-text-styles

  • Use Apple text styles, never fixed font sizes

  • enduring-weight-not-caps

  • Use weight for emphasis, not ALL CAPS

  • enduring-swipe-back

  • Never break the system back-swipe gesture

  • enduring-zoom-navigation

  • Use zoom transitions for collection-to-detail navigation

  • enduring-card-modularity

  • Use self-contained cards for dashboard layouts

  1. Refined Through Iteration (MEDIUM)

Edson: "Design out loud" — prototype relentlessly until every interaction feels inevitable. Rams #1: innovation serves genuine purpose.

  • refined-scroll-transitions

  • Use scrollTransition for scroll-position visual effects

  • refined-phase-animator

  • Use PhaseAnimator for multi-step animation sequences

  • refined-mesh-gradients

  • Use MeshGradient for premium dynamic backgrounds

  • refined-text-renderer

  • Use TextRenderer for hero text animations only

  • refined-inspector

  • Use inspector for trailing-edge detail panels

  • refined-multi-detent

  • Provide multiple sheet detents with drag indicator

  • refined-matched-geometry

  • Use matchedGeometryEffect for contextual origin transitions

  • refined-no-hard-cuts

  • Always animate between states, even minimally

How to Use

Read individual reference files for detailed explanations and code examples:

  • Section definitions - Category structure, principle sources, and impact levels

  • Rule template - Template for adding new rules

Reference Files

File Description

references/_sections.md Category definitions and principle grounding

assets/templates/_template.md Template for new rules

metadata.json Version and reference information

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