Agent Skills: Apple HIG SwiftUI iOS 26 / Swift 6.2 Best Practices

Principal-level SwiftUI UI review and refactoring patterns for iOS 26 / Swift 6.2 clinic-architecture apps, grounded in Rams, Segall, and Edson principles. Use when auditing or improving existing SwiftUI screens, transitions, animations, and visual systems while preserving brand identity and respecting clinic Domain/Data/App boundaries.

UncategorizedID: pproenca/dot-skills/ios-ui-refactor

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skills/.experimental/ios-ui-refactor/SKILL.md

Skill Metadata

Name
ios-ui-refactor
Description
Principal-level SwiftUI UI review and refactoring patterns for iOS 26 / Swift 6.2 clinic-architecture apps, grounded in Rams, Segall, and Edson principles. Use when auditing or improving existing SwiftUI screens, transitions, animations, and visual systems while preserving brand identity and respecting clinic Domain/Data/App boundaries.

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 RamsTen Principles for Good Design ("less, but better," "design should be honest")
  • Ken SegallInsanely Simple (simplicity as a core principle for intuitive, beautiful products)
  • John EdsonDesign 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.

2. Self-Evident Design (CRITICAL)

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

3. Honest Interfaces (CRITICAL)

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

4. Invisible Design (HIGH)

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

5. Systems, Not Pieces (HIGH)

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

6. 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.

7. Enduring Over Trendy (MEDIUM-HIGH)

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

8. Refined Through Iteration (MEDIUM)

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

How to Use

Read individual reference files for detailed explanations and code examples:

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 |