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Ios Ui Refactor

skill-j-krush-wrangle-ios-ui-refactor · by J-Krush

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.

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$ agentstack add skill-j-krush-wrangle-ios-ui-refactor

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About

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.

  • [less-single-focal](references/less-single-focal.md) - One primary focal point per screen
  • [less-type-restraint](references/less-type-restraint.md) - Limit to 3-4 distinct type treatments per screen
  • [less-one-typeface](references/less-one-typeface.md) - One typeface per app, differentiate with weight and size
  • [less-color-restraint](references/less-color-restraint.md) - Reserve saturated colors for small interactive elements
  • [less-one-color-purpose](references/less-one-color-purpose.md) - Each semantic color serves exactly one purpose
  • [less-purposeful-motion](references/less-purposeful-motion.md) - Every animation must communicate state change or provide feedback
  • [less-fewer-controls](references/less-fewer-controls.md) - Remove controls that do not serve the core task

2. Self-Evident Design (CRITICAL)

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

  • [evident-visual-weight](references/evident-visual-weight.md) - Combine size, weight, and contrast for hierarchy
  • [evident-whitespace-grouping](references/evident-whitespace-grouping.md) - Use whitespace to separate conceptual groups
  • [evident-progressive-disclosure](references/evident-progressive-disclosure.md) - Use progressive disclosure for dense information
  • [evident-reading-order](references/evident-reading-order.md) - Align visual weight with logical reading order
  • [evident-navigation-intent](references/evident-navigation-intent.md) - Sheets for tasks and creation, push for drill-down hierarchy
  • [evident-label-clarity](references/evident-label-clarity.md) - Use clear labels over ambiguous icons

3. Honest Interfaces (CRITICAL)

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

  • [honest-semantic-colors](references/honest-semantic-colors.md) - Use semantic colors, never hard-coded black or white
  • [honest-contrast](references/honest-contrast.md) - Ensure WCAG AA contrast ratios
  • [honest-dark-mode](references/honest-dark-mode.md) - Define light and dark variants for every custom color
  • [honest-foreground-style](references/honest-foreground-style.md) - Use foregroundStyle over foregroundColor
  • [honest-depth-cues](references/honest-depth-cues.md) - Use materials for layering, not drop shadows for depth
  • [honest-loading-states](references/honest-loading-states.md) - Show real progress, not indefinite spinners

4. Invisible Design (HIGH)

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

  • [invisible-spring-physics](references/invisible-spring-physics.md) - Default to spring animations for all UI transitions
  • [invisible-spring-presets](references/invisible-spring-presets.md) - Use .smooth for routine, .snappy for interactive, .bouncy for delight
  • [invisible-no-easing](references/invisible-no-easing.md) - Prefer springs over linear and easeInOut for UI elements
  • [invisible-system-materials](references/invisible-system-materials.md) - Use system materials, not custom semi-transparent backgrounds
  • [invisible-symbol-effects](references/invisible-symbol-effects.md) - Use built-in symbolEffect, not manual symbol animation
  • [invisible-content-transitions](references/invisible-content-transitions.md) - Use contentTransition for changing text and numbers

5. Systems, Not Pieces (HIGH)

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

  • [system-spacing-grid](references/system-spacing-grid.md) - Use a 4pt base unit for all spacing
  • [system-consistent-padding](references/system-consistent-padding.md) - Use consistent padding across all screens
  • [system-corner-radii](references/system-corner-radii.md) - Standardize corner radii per component type
  • [system-alignment](references/system-alignment.md) - Consistent alignment per content type within a screen
  • [system-color-naming](references/system-color-naming.md) - Name custom colors by role, not hue
  • [system-brand-integration](references/system-brand-integration.md) - Map brand palette onto iOS semantic color roles

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.

  • [thorough-reduce-motion](references/thorough-reduce-motion.md) - Always provide reduce motion fallback
  • [thorough-touch-targets](references/thorough-touch-targets.md) - All interactive elements at least 44x44 points
  • [thorough-safe-areas](references/thorough-safe-areas.md) - Always respect safe areas
  • [thorough-readable-weights](references/thorough-readable-weights.md) - Avoid light font weights for body text
  • [thorough-vibrancy-levels](references/thorough-vibrancy-levels.md) - Match vibrancy level to content importance
  • [thorough-material-thickness](references/thorough-material-thickness.md) - Choose material thickness by contrast needs
  • [thorough-background-interaction](references/thorough-background-interaction.md) - Enable background interaction for peek-style sheets

7. 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](references/enduring-system-text-styles.md) - Use Apple text styles, never fixed font sizes
  • [enduring-weight-not-caps](references/enduring-weight-not-caps.md) - Use weight for emphasis, not ALL CAPS
  • [enduring-swipe-back](references/enduring-swipe-back.md) - Never break the system back-swipe gesture
  • [enduring-zoom-navigation](references/enduring-zoom-navigation.md) - Use zoom transitions for collection-to-detail navigation
  • [enduring-card-modularity](references/enduring-card-modularity.md) - Use self-contained cards for dashboard layouts

8. Refined Through Iteration (MEDIUM)

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

  • [refined-scroll-transitions](references/refined-scroll-transitions.md) - Use scrollTransition for scroll-position visual effects
  • [refined-phase-animator](references/refined-phase-animator.md) - Use PhaseAnimator for multi-step animation sequences
  • [refined-mesh-gradients](references/refined-mesh-gradients.md) - Use MeshGradient for premium dynamic backgrounds
  • [refined-text-renderer](references/refined-text-renderer.md) - Use TextRenderer for hero text animations only
  • [refined-inspector](references/refined-inspector.md) - Use inspector for trailing-edge detail panels
  • [refined-multi-detent](references/refined-multi-detent.md) - Provide multiple sheet detents with drag indicator
  • [refined-matched-geometry](references/refined-matched-geometry.md) - Use matchedGeometryEffect for contextual origin transitions
  • [refined-no-hard-cuts](references/refined-no-hard-cuts.md) - Always animate between states, even minimally

How to Use

Read individual reference files for detailed explanations and code examples:

  • [Section definitions](references/_sections.md) - Category structure, principle sources, and impact levels
  • [Rule template](assets/templates/_template.md) - Template for adding new rules

Reference Files

| File | Description | |------|-------------| | [references/sections.md](references/sections.md) | Category definitions and principle grounding | | [assets/templates/template.md](assets/templates/template.md) | Template for new rules | | [metadata.json](metadata.json) | Version and reference information |

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.