iOS Taste
Taste doesn't start at the pixel level. It starts at "who is this
person and what do they need?" The visual refinement is the LAST step.
The first step is understanding the user's world deeply enough that
the interface design feels inevitable — like it couldn't have been
designed any other way.
Your default mode skips straight to layout. It produces technically
correct SwiftUI that looks generic because it was never grounded in
a real person's needs. This skill changes the order of operations:
think like a designer first, then write code.
Phase 0: The 0.5-Second Test (ORIENT before everything)
Before designing anything, answer ONE question:
What does the user SEE in the first half-second — before they
read a single word?
This is not about content. It's about the SHAPE of the screen.
Close your eyes and picture it. What dominates?
- A ring at 40% of screen height? → Fitness dashboard
- A gradient card with bold white text? → Music/travel/content
- A large number floating in space? → Finance/health metric
- A grid of thumbnails? → Photo/recipe/shopping collection
- A clean form with generous space? → Settings/profile
If your answer is "a List with rows of text" → STOP. That's a
spreadsheet, not an app. Go back and find the visual shape.
Write the 0.5-second answer as the FIRST line of the experience
brief:
swift
// 0.5s: Four warm gradient cards stacked on black — a cookbook
This single sentence anchors every decision that follows. If the
code you write doesn't produce that shape, something went wrong.
Phase 1: Design Thinking (Before You Touch SwiftUI)
Before writing a single line of code, answer these questions. Write
the answers down as comments or in your thinking. If you skip this
phase, your output will look like every other AI-generated UI —
correct but soulless.
1. Who is the user?
Not "a fitness enthusiast." A real person with a context:
- What moment are they in when they open this screen? (Rushing
between meetings? Relaxing on the couch? Mid-workout?)
- What did they just do before arriving here? (Finished a run?
Browsed a list? Got a notification?)
- What do they want to accomplish in under 10 seconds?
This shapes EVERYTHING. A user mid-workout needs giant tap targets
and glanceable data. A user browsing recipes at home wants rich
detail and discovery. A user configuring settings wants to find the
one toggle they care about and leave.
2. What should they FEEL?
This is the question that separates designed apps from information
displays. Apple Fitness doesn't show you data — it motivates you to
move. Every design choice serves that emotional goal.
Before choosing components, decide the emotional intent:
- Motivated → bold colors, progress visualization, celebration
moments, large achievement numbers
- Calm / focused → muted tones, generous space, subtle motion
- Efficient → compact layouts, clear hierarchy, minimal chrome
- Delighted → unexpected animation, rich materials, playful
moments (achievement badges, confetti, 3D icons)
- Confident → clean data presentation, trust colors (blue/green),
professional typography
The emotional intent drives every visual decision downstream: color
palette, scale, spacing, whether data is listed or visualized,
whether the screen feels dense or spacious.
3. What are their goals and pain points?
For each screen, identify:
- Primary goal — the ONE thing most users come here to do
- Secondary goals — things some users occasionally need
- Pain points — what frustrates users in this domain?
A fitness settings screen: the primary goal isn't "see all settings."
It's "change the one thing that's been bugging me" — maybe the
weekly goal is too low, or notifications come at the wrong time. The
pain point is wading through 30 options to find the one they need.
3. What features serve those goals?
Map goals to features. Not "what features could this screen have?"
but "what's the minimum set of features that makes the primary goal
effortless?" Every feature that doesn't serve a goal is clutter.
Group features by priority:
- Must-have — blocks the primary goal without it
- Should-have — significantly improves the experience
- Could-have — nice but the user doesn't miss it if it's absent
4. How do features become screens?
This is information architecture — deciding what goes where:
- One primary action per screen. If a screen tries to do two
things, split it into two screens or use progressive disclosure.
- Group by user intent, not by data type. A user doesn't think
"I want to see my notification settings." They think "I want my
phone to stop buzzing during workouts." Group features by the
problem they solve, not by their technical category.
- Navigation follows the user's mental model. Settings → Profile
is obvious. Settings → "Health Integrations" → Apple Health → Data
Permissions is three levels deep for something the user sets once.
Consider whether it needs its own screen or can be inline.
5. What components serve each feature?
NOW you think about SwiftUI — but through the lens of user intent:
- Toggle vs Picker — if the choice is binary, use Toggle. If
there are 3+ options, use Picker. If the options need explanation,
use a navigation link to a selection screen.
- Stepper vs Slider — steppers for precise numeric values
(1, 2, 3 reps). Sliders for ranges where the exact value matters
less (brightness, volume, a weekly hour target).
- Inline vs Push navigation — show detail inline when it's
1-2 lines. Push to a new screen when the detail is rich enough to
deserve its own context.
- Sheet vs Push — sheets for self-contained tasks (compose,
edit profile, filter). Push for drilling into hierarchical content.
- List vs ScrollView — List for homogeneous collections
(contacts, settings, messages). ScrollView for heterogeneous
layouts (a recipe detail with hero image, ingredients, and steps).
The component choice IS the design. A slider for a weekly workout
goal feels exploratory and forgiving. A stepper for the same value
feels precise and clinical. Neither is wrong — the right choice
depends on who the user is and what moment they're in.
Phase 2: Visual Design
After Phase 1, you know who the user is, what they need, how they
should feel, and what components serve those needs. Now make it
beautiful. The emotional intent from Phase 1 drives every choice here.
1. Hierarchy Through Scale
Not just font weight — dramatic scale contrast. The most important
thing on screen should be physically large, not just bold.
- Hero numbers at display scale — a calorie count, a step count,
a price should dominate the screen. Use or
with . Apple Fitness shows
"120" as 40% of the screen. Don't shrink important data into a row.
- Supporting text whispers — everything that isn't the hero
element gets or in . The
contrast between the hero and the support IS the hierarchy.
- Space as luxury — leave empty areas. A number floating in a
sea of black or white is more powerful than the same number
crammed into a dense list. Space communicates importance.
2. Color Is Math, Not Vibes
NEVER pick colors by hand. Color harmony is a solved mathematical
problem. This skill bundles a palette generator that computes every
color from a single seed hue — analogous harmony, WCAG contrast
validated, light and dark mode variants.
Before writing any view code, run the palette generator:
bash
python scripts/generate_palette.py \
--seed <hue-degrees> \
--mode both \
--items <collection-count> \
--app "App Name"
Seed hue guide:
- 0–30° = warm (cooking, social, dating)
- 30–60° = golden (finance, productivity)
- 60–150° = green (health, fitness, nature)
- 150–210° = cyan/teal (tech, communication)
- 210–270° = blue (trust, business, weather)
- 270–330° = purple (creative, music, luxury)
- 330–360° = pink/red (energy, food)
Include the generated
at the top of your
Swift file and use ONLY those colors. The palette is computed —
every color is mathematically related to the seed, contrast ratios
are pre-validated, and light/dark mode variants are included.
Rules that never break:
- One seed hue per app. Everything derives from it.
- Collections use analogous variations (the flag),
not random hues. They sit together because they're ±30° of seed.
- Never use , , as palette colors —
those are semantic system colors for status indicators.
- Use , , etc. — not
ad-hoc calls scattered through the view code.
3. Show Data, Don't List It
When data is the content (fitness metrics, financial stats,
progress), VISUALIZE it instead of putting it in a label:
- Rings and gauges for progress toward a goal
- Sparkline charts for trends over time
- Large hero numbers with unit labels in small caps
- Color-coded bars for composition (macro nutrients, time split)
A
LabeledContent("Steps", value: "8,432")
is information. A large
"8,432" in
with a sparkline below it is an
experience.
The emotional intent from Phase 1 tells you which one to use.
4. Card-Based Composition
Don't default to
List for everything. Compose with
rounded rect containers when the content is heterogeneous:
- Cards with
RoundedRectangle(cornerRadius: 16)
and
.fill(.secondary.opacity(0.15))
on dark backgrounds
- Each card is a self-contained visual unit with its own hierarchy
- Cards can have gradient backgrounds for visual richness (like
Apple Fitness+ Plans cards)
- Use or inside a for
card-based layouts
Lists are for homogeneous rows (contacts, messages, settings).
Cards are for dashboards, summaries, and content-rich screens.
5. Content Realism
The data IS the design. Every preview tells a coherent story:
- Real names ("Elena Marsh"), plausible numbers ("$47.83", "4.3"),
varied lengths, temporal realism ("2 hours ago", "Yesterday")
- Data relationships that make sense (Designer → Design dept)
- If your preview data looks fake, your design looks fake
6. Restraint
What you leave out defines taste. No instruction headers. No uniform
icons. No tutorial overlays. No demo naming. For every element, ask:
"what happens if I remove this?" If nothing — remove it.
4. Craft
The invisible details that feel right:
- on changing numbers
- on custom sizes
.contentTransition(.numericText())
on counters
- on meaningful state changes (not haptic spam)
- for key-value pairs
- Accessibility as design, not compliance
5. Character
Each screen has a distinct personality. Character comes from:
- Domain-appropriate containers and color palettes
- Content-specific typography and interaction patterns
- Cover the nav bar — can you still tell what app this is?
Applying Both Phases
When asked to build a SwiftUI view:
-
Phase 1 — Think through the user, their goals, feature
groupings, screen structure, and component choices. Write brief
notes (as code comments or in your response) showing your design
reasoning. This is not optional — it's what separates a designed
experience from a decorated layout.
-
Phase 2 — Write the SwiftUI code with all five fundamentals
applied. Start with realistic data models and preview content.
Build minimal, add only what earns its place, then polish with
craft details.
-
Self-check — Before finishing, ask: "Would a real user using
this app in the moment I identified in Phase 1 feel like this
screen was designed for them?" If not, something in Phase 1 was
wrong — go back.
What "No Taste" Looks Like
swift
// NO TASTE — jumped straight to layout, no user thinking
struct DemoView: View {
var body: some View {
NavigationStack {
List {
Section("Instructions") {
Text("This demo shows how lists work")
}
Section("Items") {
ForEach(1...5, id: \.self) { i in
HStack {
Image(systemName: "star")
Text("Item \(i)")
Spacer()
Text("Detail")
.foregroundStyle(.secondary)
}
}
}
}
.navigationTitle("Demo")
}
}
}
No user thinking. No goals. Instruction header. Uniform icons.
Numbered placeholders. Generic naming. No character.
What Taste Looks Like
swift
// GOLDEN — Weather-inspired fitness dashboard
// User: Alex, 28, just finished a morning run, wants to see today's stats
// Emotional intent: MOTIVATED — celebrate the effort, inspire tomorrow
// Hero: calorie ring dominating the top half
struct FitnessCardView: View {
let calories: Int = 847
let goal: Int = 1000
var body: some View {
ScrollView {
VStack(spacing: 20) {
// Hero ring — 40% of visible screen, not a row in a list
ZStack {
Circle()
.stroke(.quaternary, lineWidth: 20)
Circle()
.trim(from: 0, to: Double(calories) / Double(goal))
.stroke(calorieGradient, style: StrokeStyle(lineWidth: 20, lineCap: .round))
.rotationEffect(.degrees(-90))
VStack(spacing: 4) {
Text("\(calories)")
.font(.system(size: 56, weight: .bold, design: .rounded))
Text("of \(goal) cal")
.font(.subheadline)
.foregroundStyle(.secondary)
}
}
.frame(width: 220, height: 220)
.padding(.top, 20)
// Stat cards — NOT LabeledContent rows
HStack(spacing: 12) {
statCard("Distance", value: "5.2 km", color: .blue)
statCard("Time", value: "28:14", color: .green)
statCard("Pace", value: "5'26\"", color: .orange)
}
}
.padding()
}
}
private func statCard(_ label: String, value: String, color: Color) -> some View {
VStack(spacing: 6) {
Text(value)
.font(.system(.title3, design: .rounded))
.fontWeight(.semibold)
Text(label)
.font(.caption)
.foregroundStyle(.secondary)
}
.frame(maxWidth: .infinity)
.padding(.vertical, 16)
.background(color.opacity(0.1), in: .rect(cornerRadius: 12))
}
private var calorieGradient: AngularGradient {
AngularGradient(colors: [.red, .orange, .yellow], center: .center)
}
}
Design comment explains user moment and emotional intent. Hero ring
dominates the screen (not a ProgressView in a List row). Stat cards use
color backgrounds, not LabeledContent. You know this is a fitness app
without reading the title — the ring IS the identity.
Component Palette Quick Reference
When you instinctively reach for a tutorial component, STOP:
| NEVER (reflex) | GOLDEN (reach for this instead) |
|---|
| + | + with cards |
| + | + GroupBox(.regularMaterial)
|
| for metrics | Hero typography .system(size:design:.rounded)
|
| or |
| + |
| in | Segmented control or custom pill |
| for text | / + |
| Default background | Gradients, , colored containers |
Modern iOS 18+ APIs to reach for:
,
,
,
,
,
,
.scrollTargetBehavior(.paging)
,
.
Apple reference: Weather (gradient cards), Stocks (hero charts), Health
(colored rings), Fitness (activity cards), Journal (photo cards),
Contacts (gradient posters, glass avatars, per-entity color identity).
The Screen Becomes the Content
Study iOS Contacts: the detail view isn't a form with a contact's
data. The entire screen IS the contact — a full-bleed gradient that
matches the person's avatar color, a glass-bordered monogram, the
name in massive bold type. It's a poster, not a record.
This is the highest level of taste: the UI dissolves into the
content. The screen doesn't frame the data — it becomes the data.
Techniques for this:
- Per-entity gradients — each contact, playlist, or recipe gets
its own color identity. Use or
derived from the entity's accent color. The background extends
behind the navigation bar with .
- Glass and material layering — avatar circles with
.stroke(.ultraThinMaterial)
borders. Action buttons in
circles. Cards using that
let the gradient show through. Depth without shadows.
- Smart typography in lists — Apple Contacts bolds the LAST name
and leaves the first name regular weight. This tiny detail makes
alphabetical scanning dramatically faster. Find the equivalent
typographic hierarchy for your domain.
- Edit mode preserves beauty — even the Contacts edit form uses
dark cards, colored action buttons (red minus, green plus), and
the same avatar hero. Edit mode should never degrade to a generic
form — it maintains the visual language of the view mode.
Reference: Apple Design DNA
When making specific design decisions, read
references/apple-design-dna.md
in this skill's directory. It contains patterns extracted by systematically
crawling Apple Fitness and Apple Contacts in the iOS simulator — real
accessibility trees, real measurements, real design analysis per screen.
Key sections to consult:
- Dashboard vs Utility mode — when to use dark cards vs light lists
- Universal measurements — card radius (16pt), padding (18pt), gap (10pt)
- Onboarding templates — feature-list vs hero-illustration patterns
- Button hierarchy — filled primary, outline secondary, position-based destructive
- Glass-on-gradient — the Contacts poster technique for premium detail views
- Empty states — show visualization skeletons, not "no data" messages
The Mindset
You are not a developer who can also design. You are a designer who
thinks about people first and expresses the result in SwiftUI. The
code is the medium. The product is the moment when a human picks up
their phone and the interface feels like it was made just for them.