Agent skill

iOS Taste

by pproenca in pproenca/dot-skills

Designs iOS 18+ SwiftUI experiences with real taste — starting from user goals, not pixels.

MITAuto-check passedMobile

Install iOS Taste

skills CLI
$ npx skills add pproenca/dot-skills --skill ios-taste -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install pproenca/dot-skills ios-taste --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/pproenca/dot-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/.curated/ios-taste .claude/skills/ios-taste && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
ios-taste
GitHub stars
215
Token cost
~5k tokens
SKILL.md length
2,264 words
Files
6 (incl. scripts, references)
Skills in repo
41
Repo updated
First seen
Licence
MIT

At a glance

Designs iOS 18+ SwiftUI experiences with real taste — starting from user goals, not pixels.

  • Works in 3 steps: The 0.5-Second Test (ORIENT before… → Design Thinking (Before You Touch SwiftUI) → Visual Design
  • The user asks you to build SwiftUI views
  • SKILL.md covers Phase 0: The 0.5-Second Test…, Phase 1: Design Thinking…, Phase 2: Visual Design and Applying Both Phases, plus 6 more sections
  • Runs Python scripts from its folder; calls python

What it does

iOS Taste is an agent skill from pproenca/dot-skills. Designs iOS 18+ SwiftUI experiences with real taste — starting from user goals, not pixels. Use this skill whenever the user asks you to build SwiftUI views, screens, or experiences. Trigger when the user says "build a settings screen", "create a detail view", "design this properly", "I want this to feel like a native app", or any SwiftUI UI task. Also trigger when reviewing SwiftUI code for design quality, or when the user says the output "looks like a demo" or "feels generic." When building any user-facing…

Its SKILL.md is about 5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including scripts and reference files (for example `AGENTS.md`, `metadata.json` and `references/apple-design-dna.md`).

It sits in Mobile, covering iOS development and Design review and critique. It works with SwiftUI and iOS. The repository describes itself as: A collection of AI agent skills following the Agent Skills open format. The licence is MIT.

When your agent uses it

  • The user asks you to build SwiftUI views
  • The user says build a settings screen
  • Create a detail view
  • Design this properly

Example prompts

  • “build a settings screen”
  • “create a detail view”
  • “design this properly”
  • “/ios-taste”

Requirements

  • Python 3

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. The 0.5-Second Test (ORIENT before everything)
  2. Design Thinking (Before You Touch SwiftUI)
  3. Visual Design

What it can do on your machine

Read from SKILL.md and the folder at commit cf93c57. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 2 files in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • python

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

iOS Taste loads about 5k tokens when it runs, and up to ~8.3k if it reads all its reference files. Until then it costs about 143 tokens; SKILL.md has 2,264 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~143
When it runs · the whole SKILL.md, loaded when a task matches
~5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from pproenca/dot-skills at commit cf93c57, republished under its MIT licence (© pproenca). 2,264 words, ~4,980 tokens.

Download SKILL.mdSave it as .claude/skills/ios-taste/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
ios-taste
description
Designs iOS 18+ SwiftUI experiences with real taste — starting from user goals, not pixels. Use this skill whenever the user asks you to build SwiftUI views, screens, or experiences. Trigger when the user says "build a settings screen", "create a detail view", "design this properly", "I want this to feel like a native app", or any SwiftUI UI task. Also trigger when reviewing SwiftUI code for design quality, or when the user says the output "looks like a demo" or "feels generic." When building any user-facing SwiftUI view, lean toward triggering this skill.

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 .system(size: 64) or .largeTitle with .fontDesign(.rounded). 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 .caption or .footnote in .secondary. 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 enum Palette { ... } 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 --items flag), not random hues. They sit together because they're ±30° of seed.
  • Never use Color.red, .green, .blue as palette colors — those are semantic system colors for status indicators.
  • Use Palette.primary, Palette.cardBackground, etc. — not ad-hoc Color(hue:) 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 .title with a sparkline below it is an experience. The emotional intent from Phase 1 tells you which one to use.

Show full SKILL.md (884 more words)Show less
4. Card-Based Composition

Don't default to .insetGrouped 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 LazyVGrid or LazyVStack inside a ScrollView 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:

  • .monospacedDigit() on changing numbers
  • @ScaledMetric on custom sizes
  • .contentTransition(.numericText()) on counters
  • .sensoryFeedback() on meaningful state changes (not haptic spam)
  • LabeledContent 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:

  1. 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.

  2. 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.

  3. 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)
List + ForEachScrollView + LazyVStack with cards
Form + SectionScrollView + GroupBox(.regularMaterial)
LabeledContent for metricsHero typography .system(size:design:.rounded)
ProgressViewCircle().trim(from:to:) or Canvas
Button("Label").borderedProminent + .controlSize(.large)
Toggle in SectionSegmented control or custom pill
.system(size:) for text.largeTitle / .title + .fontDesign(.rounded)
Default List backgroundGradients, .regularMaterial, colored containers

Modern iOS 18+ APIs to reach for: MeshGradient, .scrollTransition, .containerRelativeFrame, .visualEffect, Canvas, TimelineView, .scrollTargetBehavior(.paging), UnevenRoundedRectangle.

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 MeshGradient or LinearGradient derived from the entity's accent color. The background extends behind the navigation bar with .ignoresSafeArea().
  • Glass and material layering — avatar circles with .stroke(.ultraThinMaterial) borders. Action buttons in .ultraThinMaterial circles. Cards using .regularMaterial 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.

© pproenca, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (scripts, references) in skills/.curated/ios-taste of pproenca/dot-skills.

  • SKILL.md
  • AGENTS.md
  • metadata.json
  • references/apple-design-dna.md
  • scripts/generate_palette.py
  • scripts/verify_palette.py

Open the folder on GitHubat commit cf93c57

Compare with similar skills

iOS Taste next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

iOS Taste compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
iOS Taste this skillpproenca/dot-skills215—~5kAutomated safety check: PassMIT
Mobile Designtimusus/Shuttle2229—~2.3kAutomated safety check: PassApache-2.0
Update Swiftui APIsAvdLee/SwiftUI-Agent-Skill3.7k—~1.2kAutomated safety check: PassMIT
Swiftui Liquid Glassharperreed/dotfiles3348 repos~941Automated safety check: PassNone
Swiftui Expert Skillomarshahine/HomeClaw1764 repos~2.8kAutomated safety check: PassMIT
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Works with

Categories

Questions about iOS Taste

What does iOS Taste do?

Designs iOS 18+ SwiftUI experiences with real taste — starting from user goals, not pixels. iOS Taste is an agent skill from pproenca/dot-skills. Designs iOS 18+ SwiftUI experiences with real taste — starting from user goals, not pixels.

When should I use iOS Taste?

iOS Taste fits situations like: the user asks you to build SwiftUI views; the user says build a settings screen; create a detail view; design this properly.

How do I install iOS Taste in Claude Code?

Run `npx skills add pproenca/dot-skills --skill ios-taste -a claude-code`. Or copy the skill folder (skills/.curated/ios-taste in pproenca/dot-skills) into .claude/skills/ios-taste in your project. Claude Code loads it when a task matches its description.

How do I install iOS Taste in Codex?

Run `npx skills add pproenca/dot-skills --skill ios-taste -a codex`. Or copy the skill folder (skills/.curated/ios-taste in pproenca/dot-skills) into .agents/skills/ios-taste in your project. Codex loads it when a task matches its description.

Can I use iOS Taste in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add pproenca/dot-skills --skill ios-taste -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ios-taste, .gemini/skills/ios-taste, .github/skills/ios-taste and .opencode/skills/ios-taste in your project.

What does iOS Taste need to run?

Going by SKILL.md and its folder, iOS Taste needs Python for the scripts in its folder and the command-line tools its instructions call (python). Our summary lists: Python 3.

Does iOS Taste access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is iOS Taste safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does iOS Taste use?

iOS Taste is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does iOS Taste use?

About 5k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.3k tokens, read only when the agent opens those files.

What are the alternatives to iOS Taste?

Skills that share tags, products or a category with iOS Taste: Mobile Design (timusus/Shuttle2, 229 stars), Update Swiftui APIs (AvdLee/SwiftUI-Agent-Skill, 3.7k stars), Swiftui Liquid Glass (harperreed/dotfiles, 334 stars) and Swiftui Expert Skill (omarshahine/HomeClaw, 176 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains iOS Taste?

pproenca (a GitHub user) maintains it in pproenca/dot-skills, which has 215 GitHub stars. The repository holds 41 skills in this directory. The repository was last updated on August 15, 2026.

Source: pproenca/dot-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.