skills/hig-platforms/SKILL.md
Apple Human Interface Guidelines for platform-specific design. Use this skill when the user asks about "designing for iOS", "iPad app design", "macOS design", "tvOS", "visionOS", "watchOS", "Apple platform", "which platform", platform differences, platform-specific conventions, or multi-platform app design. Also use when the user says "should I design differently for iPad vs iPhone", "how does my app work on visionOS", "what's different about macOS apps", "porting my app to another platform", "universal app design", or "what input methods does this platform use". Cross-references: hig-foundations for shared design foundations, hig-patterns for interaction patterns, hig-components-layout for navigation structures, hig-components-content for content display.
npx skillsauth add raintree-technology/apple-hig-skills hig-platformsInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Check for .claude/apple-design-context.md before asking questions. Use existing context and only ask for information not already covered.
Each platform has a distinct identity. Do not port designs between platforms. Respect each platform's conventions, interaction models, and user expectations.
iOS: touch-first. Direct manipulation on a handheld screen. Optimize for one-handed use. Navigation uses tab bars and push/pop stacks.
iPadOS: expanded canvas. Support Split View, Slide Over, and Stage Manager. Use sidebars and multi-column layouts. Support pointer and keyboard alongside touch.
macOS: pointer and keyboard. Dense information display is acceptable. Use menu bars, toolbars, and keyboard shortcuts extensively. Windows are resizable with precise control.
tvOS: remote and focus. Viewed from a distance. Design for the Siri Remote with focus-based navigation. Large text, simple layouts, linear navigation.
visionOS: spatial interaction. 3D environment using windows, volumes, and spaces. Eye tracking for targeting, indirect gestures for interaction. Respect ergonomic comfort zones.
watchOS: glanceable and brief. Information consumable at a glance. Brief interactions. Digital Crown, haptics, and complications for timely content.
Games: own paradigm. Free to define in-game interaction models, but still respect platform conventions for system interactions (notifications, accessibility, controllers).
| Reference | Topic | Key content | |---|---|---| | designing-for-ios.md | iOS | Touch, tab bars, navigation stacks, gestures, screen sizes, safe areas | | designing-for-ipados.md | iPadOS | Multitasking, sidebars, pointer, keyboard, Apple Pencil, Stage Manager | | designing-for-macos.md | macOS | Menu bars, toolbars, window management, keyboard shortcuts, dense layouts, Dock | | designing-for-tvos.md | tvOS | Focus engine, Siri Remote, lean-back experience, content-forward, parallax | | designing-for-visionos.md | visionOS | Spatial computing, windows/volumes/spaces, eye tracking, hand gestures, depth | | designing-for-watchos.md | watchOS | Glanceable UI, Digital Crown, complications, notifications, haptics | | designing-for-games.md | Games | Controllers, immersive experiences, platform-specific conventions, accessibility |
Identify the primary use context. On the go (iOS/watchOS), at a desk (macOS), on the couch (tvOS), spatial environment (visionOS)?
Match input to interaction. Touch for direct manipulation, pointer for precision, gaze+gesture for spatial, Digital Crown for quick scrolling, remote for focus navigation.
Adapt, don't replicate. A macOS sidebar becomes a tab bar on iPhone. A visionOS volume has no equivalent on watchOS. Translate intent, not implementation.
Leverage platform strengths. Live Activities on iOS, Desktop Widgets on macOS, complications on watchOS, immersive spaces on visionOS.
Maintain brand consistency while respecting each platform's visual language and interaction patterns.
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development
Apple HIG guidance for Apple technology integrations: Siri, Apple Pay, HealthKit, HomeKit, ARKit, machine learning, generative AI, iCloud, Sign in with Apple, SharePlay, CarPlay, Game Center, in-app purchase, NFC, Wallet, VoiceOver, Maps, Mac Catalyst, and more. Use when asked about: "Siri integration", "Apple Pay", "HealthKit", "HomeKit", "ARKit", "augmented reality", "machine learning", "generative AI", "iCloud sync", "Sign in with Apple", "SharePlay", "CarPlay", "in-app purchase", "NFC", "VoiceOver", "Maps", "Mac Catalyst". Also use when the user says "how do I integrate Siri," "what are the Apple Pay guidelines," "how should my AR experience work," "how do I use Sign in with Apple," or asks about any Apple framework or service integration. Cross-references: hig-inputs for input methods, hig-components-system for widgets.
testing
Apple Human Interface Guidelines interaction and UX patterns. Use this skill when the user asks about "onboarding flow", "user onboarding", "app launch", "loading state", "drag and drop", "search pattern", "settings design", "notifications", "modality", "multitasking", "feedback pattern", "haptics", "undo redo", "file management", data entry, sharing, collaboration, full screen, audio, video, haptic feedback, ratings, printing, help, or account management in Apple apps. Also use when the user says "how should onboarding work", "my app takes too long to load", "should I use a modal here", "how do I handle errors", "when should I ask for permissions", "how to show progress", or "what's the right way to confirm a delete". Cross-references: hig-foundations for underlying principles, hig-platforms for platform specifics, hig-components-layout for navigation, hig-components-content for data display.
development
Apple HIG guidance for input methods and interaction patterns: gestures, Apple Pencil, keyboards, game controllers, pointers, Digital Crown, eye tracking, focus system, remotes, spatial interactions, gyroscope, accelerometer, and nearby interactions. Use when asked about: "gesture design", "Apple Pencil", "keyboard shortcuts", "game controller", "pointer support", "mouse support", "trackpad", "Digital Crown", "eye tracking", "visionOS input", "focus system", "remote control", "gyroscope", "spatial interaction". Also use when the user says "what gestures should I support," "how do I add keyboard shortcuts," "how does input work on Apple TV," "should I support Apple Pencil," or asks about input device handling. Cross-references: hig-components-status, hig-components-system, hig-technologies for VoiceOver and Siri.
testing
Apple Human Interface Guidelines design foundations. Use this skill when the user asks about "HIG color", "Apple typography", "SF Symbols", "dark mode guidelines", "accessible design", "Apple design foundations", "app icon", "layout guidelines", "materials", "motion", "privacy", "right to left", "RTL", "inclusive design", branding, images, spatial layout, or writing style. Also use when the user says "my colors look wrong in dark mode", "what font should I use", "is my app accessible enough", "how do I support Dynamic Type", "what contrast ratio do I need", "how do I pick system colors", or "my icons don't match the system style". Cross-references: hig-platforms for platform-specific guidance, hig-patterns for interaction patterns, hig-components-layout for structural components, hig-components-content for display.