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ios-ui-refactor

Design
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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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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

PriorityCategoryPrincipleImpactPrefixRules
1Less, But BetterRams #10 + Segall "Think Minimal"CRITICALless-7
2Self-Evident DesignRams #4 + Segall "Think Human"CRITICALevident-6
3Honest InterfacesRams #6 + Segall "Think Brutal"CRITICALhonest-6
4Invisible DesignRams #5 + Edson "Product Is Marketing"HIGHinvisible-6
5Systems, Not PiecesEdson "Systems Thinking" + Rams #8HIGHsystem-6
6Thorough to the Last DetailRams #8 + Rams #2HIGHthorough-7
7Enduring Over TrendyRams #7 + Edson "Design With Conviction"MEDIUM-HIGHenduring-5
8Refined Through IterationEdson "Design Out Loud" + Rams #1/#3MEDIUMrefined-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

FileDescription
references/_sections.mdCategory definitions and principle grounding
assets/templates/_template.mdTemplate for new rules
metadata.jsonVersion and reference information