[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6FECP19GCSJDBPE6SNSRJ5N":3,"skill-same:01M6FECP19GCSJDBPE6SNSRJ5N":48},{"skillNo":4,"name":5,"nameZh":6,"description":6,"descriptionZh":6,"repositoryFullName":7,"ownerLogin":8,"ownerAvatarUrl":9,"ownerAccountNo":10,"ownerDisplayName":11,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":15,"categories":16,"keywords":17,"publishedAt":21,"linkOnly":22,"markdownContent":23,"markdownBody":23,"frontMatter":24,"refName":25,"commitSha":26,"skillDirectory":27,"forksCount":28,"repositoryHtmlUrl":29,"repositoryHomepageUrl":30,"ownerHtmlUrl":31,"ownerBlogUrl":6,"ownerDescription":32,"updatedAt":33,"install":34,"resources":47},"01M6FECP19GCSJDBPE6SNSRJ5N","ios-taste",null,"ComeOnOliver\u002Fskillshub","ComeOnOliver","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F43215937?v=4","01M6E5JNFECJAAVFE0W7SMWWD2","Haoran Shu","01M6E5JNNDQS7AJZDYFQ8TPZCK",66,"MIT","https:\u002F\u002Fgithub.com\u002FComeOnOliver\u002Fskillshub\u002Fblob\u002Fmain\u002Fskills\u002Fpproenca\u002Fdot-skills\u002Fios-taste\u002FSKILL.md",[],[18,19,20],"ios","taste","ios taste","2026-11-10 10:12:30",false,"# iOS Taste\n\nTaste doesn't start at the pixel level. It starts at \"who is this\nperson and what do they need?\" The visual refinement is the LAST step.\nThe first step is understanding the user's world deeply enough that\nthe interface design feels inevitable — like it couldn't have been\ndesigned any other way.\n\nYour default mode skips straight to layout. It produces technically\ncorrect SwiftUI that looks generic because it was never grounded in\na real person's needs. This skill changes the order of operations:\nthink like a designer first, then write code.\n\n## Phase 0: The 0.5-Second Test (ORIENT before everything)\n\nBefore designing anything, answer ONE question:\n\n> **What does the user SEE in the first half-second — before they\n> read a single word?**\n\nThis is not about content. It's about the SHAPE of the screen.\nClose your eyes and picture it. What dominates?\n\n- A **ring** at 40% of screen height? → Fitness dashboard\n- A **gradient card** with bold white text? → Music\u002Ftravel\u002Fcontent\n- A **large number** floating in space? → Finance\u002Fhealth metric\n- A **grid of thumbnails**? → Photo\u002Frecipe\u002Fshopping collection\n- A **clean form** with generous space? → Settings\u002Fprofile\n\nIf your answer is \"a List with rows of text\" → STOP. That's a\nspreadsheet, not an app. Go back and find the visual shape.\n\nWrite the 0.5-second answer as the FIRST line of the experience\nbrief:\n\n```swift\n\u002F\u002F 0.5s: Four warm gradient cards stacked on black — a cookbook\n```\n\nThis single sentence anchors every decision that follows. If the\ncode you write doesn't produce that shape, something went wrong.\n\n## Phase 1: Design Thinking (Before You Touch SwiftUI)\n\nBefore writing a single line of code, answer these questions. Write\nthe answers down as comments or in your thinking. If you skip this\nphase, your output will look like every other AI-generated UI —\ncorrect but soulless.\n\n### 1. Who is the user?\n\nNot \"a fitness enthusiast.\" A real person with a context:\n\n- What moment are they in when they open this screen? (Rushing\n  between meetings? Relaxing on the couch? Mid-workout?)\n- What did they just do before arriving here? (Finished a run?\n  Browsed a list? Got a notification?)\n- What do they want to accomplish in under 10 seconds?\n\nThis shapes EVERYTHING. A user mid-workout needs giant tap targets\nand glanceable data. A user browsing recipes at home wants rich\ndetail and discovery. A user configuring settings wants to find the\none toggle they care about and leave.\n\n### 2. What should they FEEL?\n\nThis is the question that separates designed apps from information\ndisplays. Apple Fitness doesn't show you data — it motivates you to\nmove. Every design choice serves that emotional goal.\n\nBefore choosing components, decide the emotional intent:\n- **Motivated** → bold colors, progress visualization, celebration\n  moments, large achievement numbers\n- **Calm \u002F focused** → muted tones, generous space, subtle motion\n- **Efficient** → compact layouts, clear hierarchy, minimal chrome\n- **Delighted** → unexpected animation, rich materials, playful\n  moments (achievement badges, confetti, 3D icons)\n- **Confident** → clean data presentation, trust colors (blue\u002Fgreen),\n  professional typography\n\nThe emotional intent drives every visual decision downstream: color\npalette, scale, spacing, whether data is listed or visualized,\nwhether the screen feels dense or spacious.\n\n### 3. What are their goals and pain points?\n\nFor each screen, identify:\n- **Primary goal** — the ONE thing most users come here to do\n- **Secondary goals** — things some users occasionally need\n- **Pain points** — what frustrates users in this domain?\n\nA fitness settings screen: the primary goal isn't \"see all settings.\"\nIt's \"change the one thing that's been bugging me\" — maybe the\nweekly goal is too low, or notifications come at the wrong time. The\npain point is wading through 30 options to find the one they need.\n\n### 3. What features serve those goals?\n\nMap goals to features. Not \"what features could this screen have?\"\nbut \"what's the minimum set of features that makes the primary goal\neffortless?\" Every feature that doesn't serve a goal is clutter.\n\nGroup features by priority:\n- **Must-have** — blocks the primary goal without it\n- **Should-have** — significantly improves the experience\n- **Could-have** — nice but the user doesn't miss it if it's absent\n\n### 4. How do features become screens?\n\nThis is information architecture — deciding what goes where:\n\n- **One primary action per screen.** If a screen tries to do two\n  things, split it into two screens or use progressive disclosure.\n- **Group by user intent, not by data type.** A user doesn't think\n  \"I want to see my notification settings.\" They think \"I want my\n  phone to stop buzzing during workouts.\" Group features by the\n  problem they solve, not by their technical category.\n- **Navigation follows the user's mental model.** Settings → Profile\n  is obvious. Settings → \"Health Integrations\" → Apple Health → Data\n  Permissions is three levels deep for something the user sets once.\n  Consider whether it needs its own screen or can be inline.\n\n### 5. What components serve each feature?\n\nNOW you think about SwiftUI — but through the lens of user intent:\n\n- **Toggle** vs **Picker** — if the choice is binary, use Toggle. If\n  there are 3+ options, use Picker. If the options need explanation,\n  use a navigation link to a selection screen.\n- **Stepper** vs **Slider** — steppers for precise numeric values\n  (1, 2, 3 reps). Sliders for ranges where the exact value matters\n  less (brightness, volume, a weekly hour target).\n- **Inline** vs **Push navigation** — show detail inline when it's\n  1-2 lines. Push to a new screen when the detail is rich enough to\n  deserve its own context.\n- **Sheet** vs **Push** — sheets for self-contained tasks (compose,\n  edit profile, filter). Push for drilling into hierarchical content.\n- **List** vs **ScrollView** — List for homogeneous collections\n  (contacts, settings, messages). ScrollView for heterogeneous\n  layouts (a recipe detail with hero image, ingredients, and steps).\n\nThe component choice IS the design. A slider for a weekly workout\ngoal feels exploratory and forgiving. A stepper for the same value\nfeels precise and clinical. Neither is wrong — the right choice\ndepends on who the user is and what moment they're in.\n\n## Phase 2: Visual Design\n\nAfter Phase 1, you know who the user is, what they need, how they\nshould feel, and what components serve those needs. Now make it\nbeautiful. The emotional intent from Phase 1 drives every choice here.\n\n### 1. Hierarchy Through Scale\n\nNot just font weight — dramatic scale contrast. The most important\nthing on screen should be *physically large*, not just bold.\n\n- **Hero numbers at display scale** — a calorie count, a step count,\n  a price should dominate the screen. Use `.system(size: 64)` or\n  `.largeTitle` with `.fontDesign(.rounded)`. Apple Fitness shows\n  \"120\" as 40% of the screen. Don't shrink important data into a row.\n- **Supporting text whispers** — everything that isn't the hero\n  element gets `.caption` or `.footnote` in `.secondary`. The\n  contrast between the hero and the support IS the hierarchy.\n- **Space as luxury** — leave empty areas. A number floating in a\n  sea of black or white is more powerful than the same number\n  crammed into a dense list. Space communicates importance.\n\n### 2. Color Is Math, Not Vibes\n\nNEVER pick colors by hand. Color harmony is a solved mathematical\nproblem. This skill bundles a palette generator that computes every\ncolor from a single seed hue — analogous harmony, WCAG contrast\nvalidated, light and dark mode variants.\n\n**Before writing any view code, run the palette generator:**\n\n```bash\npython scripts\u002Fgenerate_palette.py \\\n  --seed \u003Chue-degrees> \\\n  --mode both \\\n  --items \u003Ccollection-count> \\\n  --app \"App Name\"\n```\n\nSeed hue guide:\n- 0–30° = warm (cooking, social, dating)\n- 30–60° = golden (finance, productivity)\n- 60–150° = green (health, fitness, nature)\n- 150–210° = cyan\u002Fteal (tech, communication)\n- 210–270° = blue (trust, business, weather)\n- 270–330° = purple (creative, music, luxury)\n- 330–360° = pink\u002Fred (energy, food)\n\nInclude the generated `enum Palette { ... }` at the top of your\nSwift file and use ONLY those colors. The palette is computed —\nevery color is mathematically related to the seed, contrast ratios\nare pre-validated, and light\u002Fdark mode variants are included.\n\nRules that never break:\n- **One seed hue per app.** Everything derives from it.\n- **Collections use analogous variations** (the `--items` flag),\n  not random hues. They sit together because they're ±30° of seed.\n- **Never use `Color.red`, `.green`, `.blue`** as palette colors —\n  those are semantic system colors for status indicators.\n- **Use `Palette.primary`, `Palette.cardBackground`, etc.** — not\n  ad-hoc `Color(hue:)` calls scattered through the view code.\n\n### 3. Show Data, Don't List It\n\nWhen data is the content (fitness metrics, financial stats,\nprogress), VISUALIZE it instead of putting it in a label:\n- **Rings and gauges** for progress toward a goal\n- **Sparkline charts** for trends over time\n- **Large hero numbers** with unit labels in small caps\n- **Color-coded bars** for composition (macro nutrients, time split)\n\nA `LabeledContent(\"Steps\", value: \"8,432\")` is information. A large\n\"8,432\" in `.title` with a sparkline below it is an *experience*.\nThe emotional intent from Phase 1 tells you which one to use.\n\n### 4. Card-Based Composition\n\nDon't default to `.insetGrouped` List for everything. Compose with\nrounded rect containers when the content is heterogeneous:\n- Cards with `RoundedRectangle(cornerRadius: 16)` and\n  `.fill(.secondary.opacity(0.15))` on dark backgrounds\n- Each card is a self-contained visual unit with its own hierarchy\n- Cards can have gradient backgrounds for visual richness (like\n  Apple Fitness+ Plans cards)\n- Use `LazyVGrid` or `LazyVStack` inside a `ScrollView` for\n  card-based layouts\n\nLists are for homogeneous rows (contacts, messages, settings).\nCards are for dashboards, summaries, and content-rich screens.\n\n### 5. Content Realism\n\nThe data IS the design. Every preview tells a coherent story:\n\n- Real names (\"Elena Marsh\"), plausible numbers (\"$47.83\", \"4.3\"),\n  varied lengths, temporal realism (\"2 hours ago\", \"Yesterday\")\n- Data relationships that make sense (Designer → Design dept)\n- If your preview data looks fake, your design looks fake\n\n### 6. Restraint\n\nWhat you leave out defines taste. No instruction headers. No uniform\nicons. No tutorial overlays. No demo naming. For every element, ask:\n\"what happens if I remove this?\" If nothing — remove it.\n\n### 4. Craft\n\nThe invisible details that feel right:\n- `.monospacedDigit()` on changing numbers\n- `@ScaledMetric` on custom sizes\n- `.contentTransition(.numericText())` on counters\n- `.sensoryFeedback()` on meaningful state changes (not haptic spam)\n- `LabeledContent` for key-value pairs\n- Accessibility as design, not compliance\n\n### 5. Character\n\nEach screen has a distinct personality. Character comes from:\n- Domain-appropriate containers and color palettes\n- Content-specific typography and interaction patterns\n- Cover the nav bar — can you still tell what app this is?\n\n## Applying Both Phases\n\nWhen asked to build a SwiftUI view:\n\n1. **Phase 1** — Think through the user, their goals, feature\n   groupings, screen structure, and component choices. Write brief\n   notes (as code comments or in your response) showing your design\n   reasoning. This is not optional — it's what separates a designed\n   experience from a decorated layout.\n\n2. **Phase 2** — Write the SwiftUI code with all five fundamentals\n   applied. Start with realistic data models and preview content.\n   Build minimal, add only what earns its place, then polish with\n   craft details.\n\n3. **Self-check** — Before finishing, ask: \"Would a real user using\n   this app in the moment I identified in Phase 1 feel like this\n   screen was designed for them?\" If not, something in Phase 1 was\n   wrong — go back.\n\n## What \"No Taste\" Looks Like\n\n```swift\n\u002F\u002F NO TASTE — jumped straight to layout, no user thinking\nstruct DemoView: View {\n    var body: some View {\n        NavigationStack {\n            List {\n                Section(\"Instructions\") {\n                    Text(\"This demo shows how lists work\")\n                }\n                Section(\"Items\") {\n                    ForEach(1...5, id: \\.self) { i in\n                        HStack {\n                            Image(systemName: \"star\")\n                            Text(\"Item \\(i)\")\n                            Spacer()\n                            Text(\"Detail\")\n                                .foregroundStyle(.secondary)\n                        }\n                    }\n                }\n            }\n            .navigationTitle(\"Demo\")\n        }\n    }\n}\n```\n\nNo user thinking. No goals. Instruction header. Uniform icons.\nNumbered placeholders. Generic naming. No character.\n\n## What Taste Looks Like\n\n```swift\n\u002F\u002F GOLDEN — Weather-inspired fitness dashboard\n\u002F\u002F User: Alex, 28, just finished a morning run, wants to see today's stats\n\u002F\u002F Emotional intent: MOTIVATED — celebrate the effort, inspire tomorrow\n\u002F\u002F Hero: calorie ring dominating the top half\nstruct FitnessCardView: View {\n    let calories: Int = 847\n    let goal: Int = 1000\n\n    var body: some View {\n        ScrollView {\n            VStack(spacing: 20) {\n                \u002F\u002F Hero ring — 40% of visible screen, not a row in a list\n                ZStack {\n                    Circle()\n                        .stroke(.quaternary, lineWidth: 20)\n                    Circle()\n                        .trim(from: 0, to: Double(calories) \u002F Double(goal))\n                        .stroke(calorieGradient, style: StrokeStyle(lineWidth: 20, lineCap: .round))\n                        .rotationEffect(.degrees(-90))\n                    VStack(spacing: 4) {\n                        Text(\"\\(calories)\")\n                            .font(.system(size: 56, weight: .bold, design: .rounded))\n                        Text(\"of \\(goal) cal\")\n                            .font(.subheadline)\n                            .foregroundStyle(.secondary)\n                    }\n                }\n                .frame(width: 220, height: 220)\n                .padding(.top, 20)\n\n                \u002F\u002F Stat cards — NOT LabeledContent rows\n                HStack(spacing: 12) {\n                    statCard(\"Distance\", value: \"5.2 km\", color: .blue)\n                    statCard(\"Time\", value: \"28:14\", color: .green)\n                    statCard(\"Pace\", value: \"5'26\\\"\", color: .orange)\n                }\n            }\n            .padding()\n        }\n    }\n\n    private func statCard(_ label: String, value: String, color: Color) -> some View {\n        VStack(spacing: 6) {\n            Text(value)\n                .font(.system(.title3, design: .rounded))\n                .fontWeight(.semibold)\n            Text(label)\n                .font(.caption)\n                .foregroundStyle(.secondary)\n        }\n        .frame(maxWidth: .infinity)\n        .padding(.vertical, 16)\n        .background(color.opacity(0.1), in: .rect(cornerRadius: 12))\n    }\n\n    private var calorieGradient: AngularGradient {\n        AngularGradient(colors: [.red, .orange, .yellow], center: .center)\n    }\n}\n```\n\nDesign comment explains user moment and emotional intent. Hero ring\ndominates the screen (not a ProgressView in a List row). Stat cards use\ncolor backgrounds, not LabeledContent. You know this is a fitness app\nwithout reading the title — the ring IS the identity.\n\n## Component Palette Quick Reference\n\nWhen you instinctively reach for a tutorial component, STOP:\n\n| NEVER (reflex) | GOLDEN (reach for this instead) |\n|----------------|-------------------------------|\n| `List` + `ForEach` | `ScrollView` + `LazyVStack` with cards |\n| `Form` + `Section` | `ScrollView` + `GroupBox(.regularMaterial)` |\n| `LabeledContent` for metrics | Hero typography `.system(size:design:.rounded)` |\n| `ProgressView` | `Circle().trim(from:to:)` or `Canvas` |\n| `Button(\"Label\")` | `.borderedProminent` + `.controlSize(.large)` |\n| `Toggle` in `Section` | Segmented control or custom pill |\n| `.system(size:)` for text | `.largeTitle` \u002F `.title` + `.fontDesign(.rounded)` |\n| Default `List` background | Gradients, `.regularMaterial`, colored containers |\n\nModern iOS 18+ APIs to reach for: `MeshGradient`, `.scrollTransition`,\n`.containerRelativeFrame`, `.visualEffect`, `Canvas`, `TimelineView`,\n`.scrollTargetBehavior(.paging)`, `UnevenRoundedRectangle`.\n\nApple reference: Weather (gradient cards), Stocks (hero charts), Health\n(colored rings), Fitness (activity cards), Journal (photo cards),\nContacts (gradient posters, glass avatars, per-entity color identity).\n\n## The Screen Becomes the Content\n\nStudy iOS Contacts: the detail view isn't a form with a contact's\ndata. The entire screen IS the contact — a full-bleed gradient that\nmatches the person's avatar color, a glass-bordered monogram, the\nname in massive bold type. It's a poster, not a record.\n\nThis is the highest level of taste: the UI dissolves into the\ncontent. The screen doesn't frame the data — it becomes the data.\n\nTechniques for this:\n- **Per-entity gradients** — each contact, playlist, or recipe gets\n  its own color identity. Use `MeshGradient` or `LinearGradient`\n  derived from the entity's accent color. The background extends\n  behind the navigation bar with `.ignoresSafeArea()`.\n- **Glass and material layering** — avatar circles with\n  `.stroke(.ultraThinMaterial)` borders. Action buttons in\n  `.ultraThinMaterial` circles. Cards using `.regularMaterial` that\n  let the gradient show through. Depth without shadows.\n- **Smart typography in lists** — Apple Contacts bolds the LAST name\n  and leaves the first name regular weight. This tiny detail makes\n  alphabetical scanning dramatically faster. Find the equivalent\n  typographic hierarchy for your domain.\n- **Edit mode preserves beauty** — even the Contacts edit form uses\n  dark cards, colored action buttons (red minus, green plus), and\n  the same avatar hero. Edit mode should never degrade to a generic\n  form — it maintains the visual language of the view mode.\n\n## Reference: Apple Design DNA\n\nWhen making specific design decisions, read `references\u002Fapple-design-dna.md`\nin this skill's directory. It contains patterns extracted by systematically\ncrawling Apple Fitness and Apple Contacts in the iOS simulator — real\naccessibility trees, real measurements, real design analysis per screen.\n\nKey sections to consult:\n- **Dashboard vs Utility mode** — when to use dark cards vs light lists\n- **Universal measurements** — card radius (16pt), padding (18pt), gap (10pt)\n- **Onboarding templates** — feature-list vs hero-illustration patterns\n- **Button hierarchy** — filled primary, outline secondary, position-based destructive\n- **Glass-on-gradient** — the Contacts poster technique for premium detail views\n- **Empty states** — show visualization skeletons, not \"no data\" messages\n\n## The Mindset\n\nYou are not a developer who can also design. You are a designer who\nthinks about people first and expresses the result in SwiftUI. The\ncode is the medium. 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