The difference between a good iOS app and a great one is almost never the feature list, it is the six things below. They take time, they are invisible to ship-it-quick teams, and they are the reason the work reviews well on launch.
01
Dynamic Type, all the way up
Every label scales from .accessibility5 down to .small without clipping, without re-flowing into illegible layout, and without breaking the spacing rhythm. Most apps support type sizes up to a point and break above it; we test against the largest.
02
Dark mode that is actually designed
Two complete palettes, not a global inversion. Surface elevation, semantic colours, and brand accents all retuned for dark so contrast stays right and the brand still reads. Tested at every adaptive elevation level.
03
Reduce Motion honoured
Every animation has a no-motion equivalent that still conveys what the motion was for. Springs become cross-fades, parallax becomes instant, hero transitions become matched-position cuts. The setting is checked at runtime, not assumed at compile.
04
VoiceOver order and labels
Every interactive element has a clear label, a hint where it adds value, and a trait that matches what the element actually does. Reading order is audited against the visual reading order, including in complex grid and detail layouts.
05
Keyboard + external input
Hardware keyboard shortcuts where the app warrants them, full-keyboard access on iPad, focus order that matches reading order, and game controller + pointer support on the screens where they apply.
06
Localisation, not just translation
Strings catalogued, pluralisation rules respected, RTL layouts mirrored, dates and currencies formatted to locale, accessibility strings translated separately from UI strings so screen-reader text stays natural.