| name | ios-design |
| description | SwiftUI interface implementation patterns aligned with the iOS 26 / Swift 6.2 clinic modular MVVM-C architecture, grounded in Creative Selection and Design Like Apple principles. Use when building new SwiftUI views/screens while respecting Domain/Data boundaries, App-target route-shell navigation, and production-grade accessibility/interaction standards. |
Apple SwiftUI iOS Design Best Practices
A builder's guide for implementing Apple-quality iOS interfaces in SwiftUI, grounded in two foundational design texts:
- Ken Kocienda — Creative Selection (empathy for the user, craft in coding, taste in choosing the best solution, demo culture of iterative refinement)
- John Edson — Design Like Apple (systems thinking, the product is the marketing, design out loud, design with conviction)
Contains 62 rules across 8 principle-based categories. Each rule identifies a specific anti-pattern, grounds the fix in a named principle, and provides the correct iOS 26 / Swift 6.2 SwiftUI implementation.
Scope & Relationship to Sibling Skills
This skill is the building and implementation guide — it teaches how to construct new SwiftUI interfaces from scratch using Apple-quality patterns. When loaded alongside ios-ui-refactor (reviewing/refactoring existing UI), this skill covers the greenfield implementation that ios-ui-refactor later audits. Use this skill for building new screens; use the sibling for evaluating and improving existing ones.
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:
- Building new SwiftUI views and screens from scratch
- Choosing between semantic colors, system typography, and spacing grids (Edson's Systems Thinking)
- Managing state with @State, @Binding, @Observable, @Environment (Kocienda's Craft)
- Selecting the right component: List vs LazyVStack, Sheet vs FullScreenCover (Kocienda's Taste)
- Composing views with @ViewBuilder, custom modifiers, and value types (Kocienda's Creative Selection)
- Implementing navigation with NavigationStack, TabView, sheets (Edson's Conversation)
- Laying out content with stacks, grids, frames, and adaptive layouts (Edson's Design Out Loud)
- Ensuring VoiceOver, touch targets, Dark Mode, and reduce motion support (Kocienda's Empathy)
- Adding transitions, loading states, and animation polish (Edson's Product Is the Marketing)
Rule Categories by Priority
| Priority | Category | Principle | Impact | Prefix | Rules |
|---|
| 1 | Empathy in Every Pixel | Kocienda "Empathy" · Edson "Design Is About People" | CRITICAL | empathy- | 8 |
| 2 | The Visual System | Edson "Systems Thinking" · Kocienda "Convergence" | CRITICAL | system- | 8 |
| 3 | Craft: State as Foundation | Kocienda "Craft" | CRITICAL | craft- | 7 |
| 4 | Creative Composition | Kocienda "Creative Selection" | HIGH | compose- | 6 |
| 5 | Taste: The Right Choice | Kocienda "Taste" · Edson "Design with Conviction" | HIGH | taste- | 8 |
| 6 | Navigation as Conversation | Edson "Design Is a Conversation" · Kocienda "The Demo" | HIGH | converse- | 9 |
| 7 | Design Out Loud: Layout | Edson "Design Out Loud" · Kocienda "Intersection" | HIGH | layout- | 8 |
| 8 | The Product Speaks | Edson "Product Is the Marketing" · Kocienda "Demo Culture" | MEDIUM | product- | 8 |
Quick Reference
1. Empathy in Every Pixel (CRITICAL)
Kocienda: "Empathy — trying to see the world from other people's perspectives." Edson: design begins with the person holding the device.
2. The Visual System (CRITICAL)
Edson: "Zoom out to see relationships between objects." Kocienda: convergence — many decisions narrowing toward one coherent whole.
3. Craft: State as Foundation (CRITICAL)
Kocienda: "Craft — applying skill to achieve a high-quality result."
4. Creative Composition (HIGH)
Kocienda: "Creative selection — great software is built through composition and recombination."
5. Taste: The Right Choice (HIGH)
Kocienda: "Taste — refined judgment, the ability to choose the one right solution." Edson: commit to one approach and perfect it.
6. Navigation as Conversation (HIGH)
Edson: "Design is a conversation between the product and the person." Kocienda: demos as conversations about whether the interface speaks clearly.
7. Design Out Loud: Layout (HIGH)
Edson: "Design Out Loud — prototype relentlessly until layout feels inevitable." Kocienda: the intersection of technology and liberal arts.
8. The Product Speaks (MEDIUM)
Edson: "The product itself is the marketing." Kocienda: every animation and loading state built to survive Steve Jobs' scrutiny.
How to Use
Read individual reference files for detailed explanations and code examples:
Reference Files