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Optimize ios ui

Skill TheMizeGuy/apple-ui-craft-public/skills/optimize-ios-ui

Optimize iOS UI animations, haptics, and rendering performance. Dispatches animation-haptics-engineer (motion tuning + haptic placement) and performance-engineer (body evaluation, scroll, image handling, rendering) in parallel. Merges findings into a unified optimization report. Triggers on "optimize my animations", "improve haptics", "fix scroll jank", "optimize iOS UI performance", "make animations smoother", "add haptics", "tune springs". Also use proactively when a change touches animation, transition, gesture, haptic, or scroll code in an iOS project.From its SKILL.md

Install
npx -y skills add TheMizeGuy/apple-ui-craft-public --skill optimize-ios-ui

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

One thing to look at

  • 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.

SKILL.md

5.7 KB, as published. Nobody here has run it

Optimize iOS UI

Dispatch

This skill dispatches 2 specialist agents in parallel:

1. apple-ui-craft:animation-haptics-engineer
   - Scope: all files in the optimization scope
   - Reviews: spring parameters, animation timing, haptic coverage, Reduce Motion
   - Focus: FEEL -- do animations communicate? Are haptics intentional?

2. apple-ui-craft:performance-engineer
   - Scope: same files
   - Reviews: body evaluation, lazy loading, image handling, rendering, scroll, animation frame rate
   - Focus: SMOOTHNESS -- 60fps sustained, no hitches, efficient rendering

After both complete, merge findings:

  • Cross-reference: if animation-haptics-engineer suggests a heavier spring that performance-engineer flags as causing hitches, note the conflict and suggest a compromise
  • Order by impact (most noticeable improvement first)
  • Group by screen/flow

Scope determination

ArgMeaning
empty / diffUncommitted + staged changes (default)
stagedOnly staged files
<file> or <directory>Specific target
allEntire project (excluding generated code, Pods, build artifacts)

When to use this vs. review-ios-ui

GoalSkill
"Does this look/feel Apple-native?"review-ios-ui (visual design + a11y)
"Make animations smoother and add haptics"optimize-ios-ui (motion + performance)
"The full treatment"craft-ios-ui (all specialists)

Output

Unified report with:

  • Animation verdict (FLUID / ADEQUATE / STIFF / BROKEN)
  • Haptic verdict (INTENTIONAL / SPARSE / ABSENT / NOISY)
  • Performance verdict (SMOOTH / ADEQUATE / JANKY / BROKEN)
  • The evidence mode, and whether Instruments actually ran. Every performance finding carries an Impact: line with a metric and a delta, labelled measured or estimated -- an unmeasured performance claim sends someone optimising the wrong thing (references/review/02-evidence-pipeline.md)
  • Findings in the canonical format (references/review/01-finding-format.md); feel cannot be judged from a screenshot, so in Screenshots mode the animation and haptic verdicts are NOT ASSESSED
  • Haptic coverage map (every interaction surface mapped to recommended haptic)
  • Spring parameter recommendations (exact values)
  • Performance fixes (concrete rewrites)
  • Top 3 priority actions

Execution mode

Every agent this skill dispatches is pinned to Opus 5 (model: "opus") at dispatch -- the coding/review floor (owner directive 2026-07-24); the session conductor stays orchestrator-only. When the session model is already the strongest tier and the optimization scope is small, the orchestrator may run a specialist's review inline in the main context (foreground) instead of dispatching a separate agent, without weakening the read-only guarantee the reviewer agents carry.

Review ledger (write it, without asking)

At the end of every run, write .claude/apple-ui-craft/last-review.json in the REVIEWED repo, and read any existing one first to produce a delta report (NEW / RESOLVED / STILL OPEN / REGRESSED / IMPROVED). Schema, matching rules, and the two fields that stop a narrow run from erasing a wide one (dimensions and notAssessed): references/review/04-run-artifacts.md#review-ledger-schema-v1.

A missing or unreadable ledger is an empty prior run, never an error. A ledger from a different scope is not a prior run for this scope.

Ultracode conductor mode

When the harness announces ultracode, this skill runs conductor-executor per references/_scaffolding/conductor-dispatch-protocol.md -- read that file before the first executor dispatch; it owns the dispatch mechanics, the fan-out doctrine (executor teams scale to natural breadth; the session-model agent caps do not apply to them), the executor prompt contract, and the validation gate. Without ultracode, run the standard 2-specialist dispatch above unchanged.

Split of labor

Conductor (session model -- never delegated)Conductor-selected executors (Sonnet 5 @ xhigh or Opus 5)
Animation/haptic/performance verdicts, spring-parameter judgment, conflict resolution (heavier spring vs hitch), apply/no-apply judgment, final report synthesisInstrumentation sweeps: body-reevaluation candidates, animation inventory (curve/spring params per site), haptic-trigger inventory, scroll-container census; post-approval mechanical application of approved parameter changes

Executor scoping (on top of the protocol's prompt contract)

  • Reference set: absolute paths of references/animation/*, references/interaction/*, references/haptics/*, references/performance/* + references/_scaffolding/version-floor-registry.md.
  • Inline the severity scale and the 11-row a11y/perf gate from agents/apple-ui-reviewer.md (rows 1-3 Reduce-Motion gating, row 5 compositor cost, rows 9-10 transition/flash safety -- the motion-relevant rows; sourced from references/accessibility/05-motion-accessibility.md, references/patterns/01-gotchas-anti-patterns.md, references/performance/01-swiftui-rendering.md).
  • The animation-haptics-engineer / performance-engineer specialists are pinned to Opus 5 at dispatch -- judgment reviewers, never grunt executors.

Keep looking

Skills are one crate of 628,971. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.