Design & HIG
You MUST use this skill for ANY visual design, HIG compliance, Liquid Glass, SF Symbols, typography, or app composition work.
Quick Reference
| Symptom / Task | Reference |
|---|
| Design decisions, HIG compliance, colors, backgrounds | See |
| Semantic colors, custom color patterns, material styles | See |
| Liquid Glass effects, adoption, migration from blur effects | See |
| App-wide Liquid Glass adoption, backward compatibility | See skills/liquid-glass-ref.md
|
| SF Symbols rendering modes, effects, animations | See |
| SF Symbols API signatures, UIKit equivalents, availability | See |
| San Francisco fonts, text styles, Dynamic Type, tracking | See |
| App entry points, auth flows, root view switching, scene lifecycle | See skills/app-composition.md
|
Decision Tree
dot
digraph design {
start [label="Design task" shape=ellipse];
what [label="What do you need?" shape=diamond];
start -> what;
what -> "skills/hig.md" [label="design decision,\nHIG compliance,\ncolor/background choice"];
what -> "skills/hig-ref.md" [label="semantic color API,\ncustom color code,\nmaterial style details"];
what -> "skills/liquid-glass.md" [label="Liquid Glass effects,\nmigrate from blur,\nRegular vs Clear"];
what -> "skills/liquid-glass-ref.md" [label="app-wide Liquid Glass plan,\nplatform differences,\nbackward compat"];
what -> "skills/sf-symbols.md" [label="rendering mode choice,\nsymbol effects/animations,\ncustom symbols"];
what -> "skills/sf-symbols-ref.md" [label="SF Symbols API syntax,\nUIKit equivalents,\navailability matrix"];
what -> "skills/typography-ref.md" [label="font selection,\nDynamic Type,\ntext styles, tracking"];
what -> "skills/app-composition.md" [label="@main entry point,\nauth flow, root view,\nscene lifecycle"];
}
- Design decision / HIG compliance / choosing colors or backgrounds? →
1a. Need semantic color API, custom color code, or material style details? →
- Liquid Glass effects / migrating from blur / Regular vs Clear variant? →
2a. Planning app-wide Liquid Glass adoption / platform differences / backward compatibility? →
skills/liquid-glass-ref.md
- SF Symbols rendering mode / symbol effects / custom symbols? →
3a. Need SF Symbols API syntax / UIKit equivalents / availability check? →
- Font selection / Dynamic Type / text styles / tracking / leading? →
- App entry point / auth flow / root view switching / scene lifecycle? →
skills/app-composition.md
- SwiftUI view implementation? →
- TextKit / rich text editing / Writing Tools? →
- Accessibility compliance (VoiceOver, contrast, touch targets)? →
/skill axiom-accessibility
- Audit UI for Liquid Glass adoption? → liquid-glass-auditor (Agent)
Conflict Resolution
design vs swiftui: When building UI:
- Use design FIRST — Decide what to build (colors, materials, typography, layout intent) before how to build it.
- Then use swiftui — Implement the design decision in SwiftUI code.
design vs accessibility: When choosing colors or typography:
- Color contrast or Dynamic Type compliance? → use accessibility
- Which semantic color or text style to pick? → use design
design (liquid-glass) vs swiftui: When implementing Liquid Glass:
- What Liquid Glass is, when to use Regular vs Clear, migration strategy → use design ()
- SwiftUI code for modifier → use design (
skills/liquid-glass-ref.md
), then swiftui for surrounding view code
design (app-composition) vs swiftui: When structuring app architecture:
- @main entry, auth state machine, root view switching, scene lifecycle → use design (
skills/app-composition.md
)
- NavigationStack, NavigationSplitView, tab structure → use swiftui
Critical Patterns
- Background color decision tree (media-focused vs standard)
- Typography selection (headline vs body vs caption)
- Color usage guidelines and when to use semantic vs custom colors
- Design review checklist for HIG compliance
HIG Comprehensive Reference (
):
- All semantic colors with platform availability
- Custom color patterns with dark mode support
- Background hierarchy and material styles
- Code examples for every color and background pattern
- What Liquid Glass is and how it differs from blur effects
- Regular vs Clear variant selection
- Migration strategy from pre-iOS 26 materials
- Tinting, legibility, and adaptive behavior troubleshooting
- Expert review criteria for Liquid Glass implementations
Liquid Glass Adoption (
skills/liquid-glass-ref.md
):
- App-wide adoption planning (icons, controls, navigation, menus)
- Platform-specific behavior (iOS, iPadOS, macOS, tvOS, watchOS)
- Backward compatibility strategy for supporting pre-Liquid Glass
- Accessibility compliance with Liquid Glass interfaces
- Rendering mode selection (Monochrome, Hierarchical, Palette, Multicolor)
- Symbol effect selection (Bounce, Pulse, Scale, Wiggle, Rotate, Breathe, Draw)
- Custom symbol creation workflow
- Troubleshooting effects not playing, weight mismatches
- Exact API signatures for rendering modes and effects
- UIKit/AppKit equivalents for every SwiftUI symbol API
- Platform availability matrix
- Configuration options (weight, scale, variable values)
- San Francisco font system (Pro, Compact, Mono, New York)
- Text styles with Dynamic Type scaling
- Tracking and leading values
- Internationalization considerations
App Composition (
skills/app-composition.md
):
- @main entry point and root view patterns
- Authentication state machine (login, onboarding, main)
- Flicker-free root view switching
- scenePhase lifecycle handling and state restoration
Anti-Rationalization
| Thought | Reality |
|---|
| "I'll just pick colors that look good" | Semantic colors adapt to dark mode, accessibility settings, and platform automatically. Custom colors need all of that manually. has the decision tree. |
| "Liquid Glass is just a blur effect" | Liquid Glass is a distinct material system with lensing, tinting, and adaptive behavior. Using instead creates a visually wrong result. explains the difference. |
| "I know which SF Symbol rendering mode to use" | The right mode depends on context (monochrome for toolbars, hierarchical for depth, palette for brand colors). has the decision tree. |
| "I'll hardcode font sizes" | Hardcoded sizes break Dynamic Type, violate HIG, and fail accessibility review. shows the text style system. |
| "I'll handle auth state with a boolean" | A boolean can't represent login, onboarding, and main states without race conditions. skills/app-composition.md
has the state machine pattern. |
| "Liquid Glass adoption means rewriting my whole UI" | Most standard SwiftUI/UIKit components adopt automatically. Start by building with latest Xcode, then review. skills/liquid-glass-ref.md
has the incremental strategy. |
| "I'll add the SF Symbol animation later" | Symbol effects are the primary way users perceive interactive feedback. Shipping without them feels broken. covers selection. |
| "I'll skip the design review, the code works" | HIG compliance affects App Store review. Reviewers reject apps that feel wrong even if they function correctly. has the review checklist. |
Example Invocations
User: "Should I use a dark or light background?"
-> Read:
User: "What semantic color should I use for secondary text?"
-> Read:
User: "How do I implement Liquid Glass in my app?"
-> Read:
User: "I need to plan Liquid Glass adoption across my whole app"
-> Read:
skills/liquid-glass-ref.md
User: "My SF Symbol is flat, I want it to have depth"
-> Read:
User: "What's the SwiftUI API for symbol effects?"
-> Read:
User: "Which font should I use for body text?"
-> Read:
User: "How do I switch between login and main screens?"
-> Read:
skills/app-composition.md
User: "Check my app's UI for HIG compliance"
-> Read:
, then
/skill axiom-accessibility
for contrast/Dynamic Type
User: "I want my download button icon to animate"
-> Read: