How to Design an iPhone App: 8 Rules for Non-Designers (2026)
Design an iPhone app that feels native without being a designer: Apple's layout, type, colour and navigation rules in plain words, applied by Borel.

By Sigsten Gustavii· · 8 min read
To design an iPhone app, decide the one job of each screen, use the navigation iPhone owners already know, let the system handle text size and dark mode, pick one accent colour and one type style, use Apple's icons, and test the result on a real phone at arm's length. With a native builder like Borel, most of Apple's rules come for free; your job is taste and clarity.
| Rule | Why it matters | What SwiftUI and Borel do |
|---|---|---|
| 1. One job per screen | People glance, they don't read | You decide; Borel builds what you describe |
| 2. Standard navigation | No learning curve | Native tab bars and stacks |
| 3. Text that scales | Readable for everyone | Dynamic Type on every text size |
| 4. Dark mode | Half the day is dark | A dark-mode version of every colour |
| 5. One accent colour | Calm, clear hierarchy | A look chosen from four directions |
| 6. Big touch targets | Thumbs, not mice | Native controls sized for touch |
| 7. Apple's icons | Familiar and consistent | SF Symbols |
| 8. Real content | Design for the real thing | No placeholder text; starter rows you can edit |
Most bad app design is not ugly; it is confusing. A screen does three things at once, buttons hide behind unfamiliar icons, text is too small for half the people using it. The good news is that Apple has already solved most of this, in its Human Interface Guidelines and in SwiftUI. A native app that follows them looks at home on the iPhone with very little effort.
Rule 1: One job per screen
Before colours and fonts, decide what each screen is for. The home screen of a habit app shows today's habits and lets you tick them. That's it. Settings, history and statistics live one tap away. If you can't say a screen's job in one sentence, split it.
Rule 2: Use the navigation people already know
| Pattern | Use it for | Example |
|---|---|---|
| Tab bar | Three to five top-level areas people switch between | Today, History, Settings |
| Navigation stack | Drilling from a list into detail | Recipes, then one recipe |
| Sheet | A short task that returns to where you were | Add an expense |
| Alert | A decision that can't wait | Delete this entry? |
On iOS 26, SwiftUI's tabs become the floating Liquid Glass tab bar automatically, and on earlier iOS the classic one; see Liquid Glass. Custom navigation rarely beats these; people know how they work before they open your app.
Rule 3: Let text scale
iPhone owners choose their text size in Settings, and many choose larger. Apple's typography guidance asks apps to support Dynamic Type. In a Borel app, every size that holds text grows with the reader's setting, headings and big numbers included. Design layouts that wrap rather than truncate, and check the largest size before you publish.
Rule 4: Design for dark mode
Dark mode is not an inverted colour scheme; it is a second palette. Apple's dark mode guidance recommends system colours that adapt. Borel gives every custom colour a dark-mode version, or commits to a dark look on purpose when that suits the app, so text stays readable either way.
Rule 5: One accent colour, one type style
Calm apps use colour sparingly: a neutral background, plain text, and one accent colour for what you can tap or what matters most. Pick one type style for the whole app, such as Apple's default, a rounded design for a playful app, or a serif for a journal. Before the opening build, Borel weighs four visual directions for your app and commits to one; if you name a look, yours wins.
Rule 6: Make everything easy to tap
Apple's layout guidance recommends touch targets of at least 44 by 44 points. Put the most-used actions within reach of a thumb, near the bottom of the screen, and keep destructive actions away from frequent ones. Native SwiftUI controls are already sized for touch; trouble usually comes from tiny custom icons.
Rule 7: Use Apple's icons
SF Symbols are Apple's own icon set, thousands of symbols that match the system font and scale with text. A native app uses them by default, so a trash can, a plus or a share icon means the same thing in your app as everywhere else on the iPhone. Pair an icon with a word wherever its meaning could be unclear.
Rule 8: Design with real content
Lorem ipsum hides problems. Long names, empty lists, a year of data, a missing photo: real content shows where a design breaks. Borel apps open with a few starter rows you can edit or delete, so the app shows what it does from the opening screen, and Borel's building blocks include an empty state for lists with nothing in them yet. Apple also rejects apps with placeholder text under Guideline 2.1, so this rule pays twice.
Accessibility is design
Designing for accessibility makes an app better for everyone. Native SwiftUI apps work with VoiceOver, Apple's screen reader, as long as every button has a clear label; an icon-only button needs a spoken name like "Add expense". Don't rely on colour alone to carry meaning: pair red and green with a word or a symbol. Keep contrast high enough to read outdoors. And respect Reduce Motion: a calm fade instead of a big animation for people who turn motion down. Borel's apps follow the system settings for text size and dark mode, and you can ask for the rest in plain words.
A design checklist before you publish
- Every screen's job fits in one sentence.
- The tab bar has three to five items, each with an icon and a word.
- The largest text size still reads without overlaps.
- Dark mode reads everywhere, including charts and photos' captions.
- Every button is easy to hit with a thumb.
- Empty lists explain what will appear and how to add the opening item.
- No placeholder text or "coming soon" anywhere.
- The app icon is simple and readable at small size.
Apple's Guideline 4.2 turns down apps that don't feel like real apps, and 4.1 turns down copies of famous apps. A clear, native design with its own look helps with both. See App Review in the glossary.
How to choose the right way to design an app
- Borel, if you want native SwiftUI design by default, a visual direction chosen for your app and changes in plain words.
- A design tool, if a designer will draw every screen before anything is built.
- Xcode and SwiftUI by hand, if you are a developer who wants full control over every detail.
- [FlutterFlow](/compare/flutterflow) or other cross-platform builders, if you need Android too; their components imitate iOS rather than using it.
How to do it with Borel, step by step
Step 1: Describe the feel along with the features
Make a reading tracker. It should feel calm and bookish: a warm paper background, a serif font, one deep green accent, and lots of space. Tabs for Reading now, Finished and Stats. Big book covers in the lists. Respect large text sizes and make dark mode feel like reading by lamplight.Borel's planner, Penny, asks about anything unclear and weighs four visual directions; your words decide. Rivet writes the app in SwiftUI, and Borel looks at the built opening screen once to polish what it sees.
Step 2: Look at it on a live iPhone
In the iOS Simulator in your browser, switch to dark mode and the largest text size, and tap through every tab.
Step 3: Change what you see in plain words
"Make the covers bigger", "less bold on the headings", "move Add to a floating button at the bottom right". Every change is built again and every version is kept, so you can roll back.
Step 4: Check it in your hand
With Pro, install it on your iPhone with Borel Companion and use it with one hand, outdoors and at night.
Step 5: Publish
Stamp checks the app, and Publish builds and uploads it under your Apple Developer account. More on native design.
The Bottom Line
You don't need to be a designer to make an iPhone app that feels right. Give each screen one job, use the navigation people know, let text scale, plan for dark mode, keep one accent and one type style, make things easy to tap, use Apple's icons and design with real content. Native SwiftUI does much of it for you, and Borel adds a look of its own. Describe the feel of your app on Borel and look at it on a live iPhone.
Questions people ask
Do I need to be a designer to make a good-looking iPhone app?
No. Following Apple's Human Interface Guidelines and using native SwiftUI components gets most of the way. Borel also chooses a visual direction for your app before it builds.
What are Apple's Human Interface Guidelines?
Apple's design guidance for its platforms: layout, navigation, typography, colour, icons and accessibility. Native apps that follow them feel at home on the iPhone.
What size should buttons be on iPhone?
Apple recommends touch targets of at least 44 by 44 points. Native controls already meet it.
Does my app need dark mode?
It should read well in both. Borel gives every colour a dark-mode version, or commits to a dark look on purpose.
What is Liquid Glass?
iOS 26's design material, seen in the floating tab bar. SwiftUI apps get it automatically on iOS 26. See Liquid Glass.
Can I use my own fonts and colours?
Yes. Describe them, or attach your logo and brand colours, and Borel uses them while keeping text readable in light and dark mode.
Where do iPhone app icons come from?
Inside the app, from Apple's SF Symbols. For the app's own icon on the home screen, Borel can design one or use an image you upload.
Does the same design work on iPad?
Mostly. Borel apps run on iPad too, and native SwiftUI layouts stretch to the larger screen; check your lists and forms there before you publish.
Can I change the design after the app is built?
Yes. Ask in plain words, like "make it warmer" or "bigger numbers on the home screen", and Borel builds the change as a new version you can roll back.
I think most bad app design is confusion, not ugliness. Give each screen one job and let SwiftUI do the rest.
– Sigsten
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