Building a SwiftUI Design System in 2025: The Architect's Guide

Published on · 43 min

Wlad
Wlad
Founder & Swift Tech Lead

In 2025, the question is no longer "do we need a Design System?" but "how do we build a Design System that scales?". With the unification of Apple versions (iOS 26, macOS 26, watchOS 26, tvOS 26, visionOS 26), SwiftUI has become the universal foundation for all platforms. A well-architected Design System is no longer a luxury — it's a necessity for any team that wants to deliver consistent, accessible, and maintainable products.

This guide takes you from theory to implementation, with production-ready code.

Why a Design System Has Become Imperative

The Hidden Cost of No System

Without a Design System, here's what inevitably happens:

Visual debt accumulates

    • 5 shades of "primary" blue in the app
    • Spacing at 12px, 13px, 14px, 16px depending on the mood of the day
    • Buttons with 4 different styles for the same action

Accessibility becomes impossible to maintain

    • Insufficient contrasts discovered during audits
    • VoiceOver reading "button button image"
    • Dynamic Type breaking layouts

Multi-platform becomes a nightmare

    • Duplicated code between iOS and macOS
    • Inconsistent behavior on watchOS
    • visionOS added "later" and never properly integrated

The ROI of a Mature Design System

The numbers speak for themselves:

MetricWithout DSWith Mature DS

Time to create a screen

2-3 days

4-8 hours

UI/UX bugs per sprint

15-20

2-5

Developer onboarding time

2-3 weeks

3-5 days

Accessibility coverage

~40%

95%+

Cross-platform consistency

Low

Excellent

The 5 Pillars of a Modern SwiftUI Design System

The 5 pillars of a Design System
The 5 foundations of a modern Design System: Tokens, Colors, Components, Accessibility, Multi-platform
“HIG Reference: Apple structures its guidelines around similar concepts — Foundations (colors, typography, icons), Patterns (navigation, modals), and Components (buttons, controls). A good Design System follows this hierarchy.”
— Apple Human Interface Guidelines - Foundations

1. Tokens: The Semantic Foundation

Tokens are the atoms of your system. Never hardcode values.

Tokens overview
Spacing, typography and radius tokens — your app's visual grammar

Industry Standards: Spacing

Professional spacing systems follow a 4pt or 8pt scale (also called "4-point grid" or "8-point grid"). This approach is used by:

SystemBaseScale

Apple HIG

8pt

8, 16, 24, 32...

Material Design 3

4pt

4, 8, 12, 16, 24...

Atlassian

8pt

8, 16, 24, 32...

IBM Carbon

8pt

8, 16, 24, 32, 48...

“HIG Rule: Apple recommends multiples of 8pt for main spacing, with 4pt for fine adjustments. This ensures pixel-perfect alignment across all screen densities.”
— HIG - Layout

Typography Standards

iOS typography follows the Dynamic Type system with semantic styles:

HIG StyleUsageDefault Size

Large Title

Page titles

34pt

Title 1

Main sections

28pt

Title 2

Subsections

22pt

Title 3

Groups

20pt

Headline

Important labels

17pt semibold

Body

Main text

17pt

Callout

Secondary text

16pt

Footnote

Legal mentions

13pt

Caption

Metadata

12pt

“HIG Rule: Always use semantic styles (Font.headline, Font.body) rather than fixed sizes. This ensures automatic Dynamic Type support.”
— HIG - Typography

2. Semantic Colors with Native Dark Mode

Never use .red or .blue directly. Always go through semantic colors.

Light/Dark Color Tokens
Semantic palette with automatic Light/Dark Mode adaptation

Color Standards: Semantic vs Palette

A mature Design System distinguishes two levels of colors:

1. Palette (primitives) — Raw colors

2. Semantic (tokens) — Usage intent

“HIG Rule: Apple provides system semantic colors (Color.primary, Color.secondary, .background) that automatically adapt to context (light/dark, high contrast). Prefer these before creating custom colors.”
— HIG - Color

WCAG Contrast Rules

The Web Content Accessibility Guidelines define minimum ratios:

LevelMinimum RatioUsage

AA

4.5:1

Normal text (< 18pt)

AA Large

3:1

Large text (≥ 18pt bold or ≥ 24pt)

AAA

7:1

Normal text (recommended)

AAA Large

4.5:1

Large text (recommended)

⚠️ Legal Standard: In Europe (EAA 2025) and the USA (ADA), WCAG AA level is a legal requirement for public apps. AAA is recommended but not mandatory.

3. Reusable Atomic Components

Each component must be: configurable, accessible, and previewable.

Component Standards: Atomic Design

The Atomic Design methodology (Brad Frost, 2013) structures components into 5 levels:

LevelDescriptionSwiftUI Example

Atoms

Indivisible elements

Text, Image, Color

Molecules

Groups of atoms

DSButton, DSTextField

Organisms

Complete sections

DSCard, DSNavigationBar

Templates

Page layouts

DSListTemplate, DSDetailTemplate

Pages

Instances with data

ProductListView, ProfileView

“HIG Rule: Apple defines "Controls" (buttons, toggles, sliders) and "Patterns" (navigation, search, modals). A good component respects user-expected behaviors.”
— HIG - Components

Touch Target Sizes

StandardMinimum SizeRecommendation

Apple HIG

44×44 pt

44×44 pt minimum

Material Design

48×48 dp

48×48 dp minimum

WCAG 2.2

24×24 CSS px

44×44 px recommended

“HIG Rule: All interactive elements must have a tap area of at least 44×44 points, even if the visual element is smaller. Use .contentShape() or padding to enlarge the area.”
— HIG - Accessibility

4. Complex Components: Card System

Accessibility: Non-Negotiable in 2025

Complete Dynamic Type

Accessible Contrasts and Colors

Contrast Checker
WCAG AA/AAA contrast validation for each color pair

Accessibility Standards: The 4 POUR Principles

WCAG is based on 4 fundamental principles (POUR acronym):

PrincipleDescriptionSwiftUI Example

Perceivable

Information must be perceivable

accessibilityLabel(), contrasts

Operable

Interface must be usable

44pt touch targets, keyboard navigation

Understandable

Content must be understandable

Clear labels, explicit error messages

Robust

Compatible with assistive technologies

VoiceOver, Switch Control

“HIG Rule: Apple goes beyond WCAG with features like Reduce Motion, Increase Contrast, Bold Text, and Reduce Transparency. A complete Design System must support these preferences.”
— HIG - Accessibility

Design System Accessibility Checklist

iOS 26: Glass Effect and Material Design

iOS 26 introduces new visual effects with the Liquid Glass paradigm. Here's how to properly integrate them into your Design System.

iOS 26 Standards: Liquid Glass

iOS 26 introduces the Liquid Glass paradigm that unifies aesthetics across all Apple platforms:

PropertyDescriptionRecommended Value

Blur radius

Background blur

20-40pt depending on context

Saturation

Color vibrance

1.2-1.5×

Luminosity

Brightness adjustment

±10-20% depending on light/dark

Border

Subtle border

0.5pt semi-transparent white

“HIG iOS 26 Rule: The glass effect should be used sparingly — primarily on navigation bars, sheets, and overlays. Avoid it on main content to maintain readability.”
— HIG - Materials

When to Use Glass vs Solid

ContextRecommendation

Navigation bars

✅ Glass (ultraThinMaterial)

Tab bars

✅ Glass (thinMaterial)

Sheets/Modals

✅ Glass (regularMaterial)

Cards on solid background

❌ Solid (elevated surface)

Cards on image

✅ Glass (for readability)

Main content

❌ Solid (never glass)

Swift 6: Concurrency-Safe Design System

Swift 6 enforces concurrency safety. Your Design System must be ready.

Modular Architecture: Swift Package

Structure your Design System as a Swift package for maximum reusability.

Multi-Platform: One Codebase, All Platforms

HIG Rules by Platform

Each Apple platform has its specifics that your Design System must respect:

PlatformParticularityRequired Adaptation

iOS

Touch-first, 44pt targets

Large buttons, swipe gestures

iPadOS

Pointer support, multitasking

Hover states, sidebars

macOS

Precision cursor, menus

Smaller buttons, keyboard shortcuts

watchOS

Minimal screen, glances

Compact components, Digital Crown

tvOS

Focus-based, remote control

Visible focus states, directional navigation

visionOS

Spatial, eye-tracking

Z-depth, spatial hover effects

“HIG Rule: A good Design System doesn't force absolute uniformity — it adapts visual expression to each platform's interaction paradigm while maintaining brand identity.”
— HIG - Designing for iPadOS/macOS/watchOS/tvOS/visionOS

Automated Design System Testing

Design System Governance

The Design-Dev-Product Triangle

A successful Design System requires alignment of three parties:

RoleResponsibilityDeliverable

Design

Define visual guidelines

Figma components, specs

Dev

Implement components

Swift Package, tests

Product

Prioritize and adopt

DS roadmap, metrics

Semantic Versioning

Your Design System must follow Semantic Versioning (SemVer):

Documentation as Code

Each component must include:

    • Description — What the component does
    • Usage — Code examples
    • Props/API — Available parameters
    • Variants — States and variations
    • Accessibility — VoiceOver behavior
    • HIG Reference — Link to Apple guideline
    • Do/Don't — Good and bad practices
“Industry Standard: Mature Design Systems (Shopify Polaris, Atlassian, IBM Carbon) publish web documentation with interactive playgrounds. For SwiftUI, use DocC + Swift Playgrounds.”

Going Further

Official Apple Documentation

Essential WWDC Sessions

  • WWDC 2024: "Design for visionOS" — Multi-platform patterns

  • WWDC 2023: "Build accessible apps with SwiftUI" — Advanced accessibility

  • WWDC 2023: "Discover Observation in SwiftUI" — Modern state management

  • WWDC 2022: "The SwiftUI cookbook for navigation" — Navigation architecture

Community Resources

A Design System is not a one-time project — it's a living product that evolves with your needs. Investing in this foundation in 2025 will save you months of development and ensure a consistent user experience across all Apple platforms.

In an upcoming article, we'll see how to automate documentation and validation of your Design System with CI/CD pipelines.