hig-platforms
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
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npx skills add raintree-technology/hig-doctor --skill hig-platforms
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Apple HIG: Platform Design
Check for .claude/apple design context.md before asking questions. Use existing context and only ask for information not already covered.
Key Principles
1. Each platform has a distinct identity. Do not port designs between platforms. Respect each platform's conventions, interaction models, and user expectations.
2. iOS: touch first. Direct manipulation on a handheld screen. Optimize for one handed use. Navigation uses tab bars and push/pop stacks.
3. iPadOS: expanded canvas. Support Split View, Slide Over, and Stage Manager. Use sidebars and multi column layouts. Support pointer and keyboard alongside touch.
4. macOS: pointer and keyboard. Dense information display is acceptable. Use menu bars, toolbars, and keyboard shortcuts extensively. Windows are resizable with precise control.
5. tvOS: remote and focus. Viewed from a distance. Design for the Siri Remote with focus based navigation. Large text, simple layouts, linear navigation.
6. visionOS: spatial interaction. 3D environment using windows, volumes, and spaces. Eye tracking for targeting, indirect gestures for interaction. Respect ergonomic comfort zones.
7. watchOS: glanceable and brief. Information consumable at a glance. Brief interactions. Digital Crown, haptics, and complications for timely content.
8. Games: own paradigm. Free to define in game interaction models, but still respect platform conventions for system interactions (notifications, accessibility, controllers).
Reference Index
Reference Topic Key content
[designing for ios.md](references/designing for ios.md) iOS Touch, tab bars, navigation stacks, gestures, screen sizes, safe areas
[designing for ipados.md](references/designing for ipados.md) iPadOS Multitasking, sidebars, pointer, keyboard, Apple Pencil, Stage Manager
[designing for macos.md](references/designing for macos.md) macOS Menu bars, toolbars, window management, keyboard shortcuts, dense layouts, Dock
[designing for tvos.md](references/designing for tvos.md) tvOS Focus engine, Siri Remote, lean back experience, content forward, parallax
[designing for visionos.md](references/designing for visionos.md) visionOS Spatial computing, windows/volumes/spaces, eye tracking, hand gestures, depth
[designing for watchos.md](references/designing for watchos.md) watchOS Glanceable UI, Digital Crown, complications, notifications, haptics
[designing for games.md](references/designing for games.md) Games Controllers, immersive experiences, platform specific conventions, accessibility
Decision Framework
1. Identify the primary use context. On the go (iOS/watchOS), at a desk (macOS), on the couch (tvOS), spatial environment (visionOS)?
2. Match input to interaction. Touch for direct manipulation, pointer for precision, gaze+gesture for spatial, Digital Crown for quick scrolling, remote for focus navigation.
3. 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.
4. Leverage platform strengths. Live Activities on iOS, Desktop Widgets on macOS, complications on watchOS, immersive spaces on visionOS.
5. Maintain brand consistency while respecting each platform's visual language and interaction patterns.
Output Format
1. Platform specific recommendations citing relevant HIG sections.
2. Platform differences table comparing navigation, input, layout, and conventions.
3. Implementation notes per platform including recommended APIs and adaptation strategies.
Questions to Ask
1. Which platforms are you targeting?
2. New app or adapting an existing one? If existing, which platform is the base?
3. SwiftUI or UIKit/AppKit?
4. Need to support older OS versions?
5. Primary use context? (On the go, desk, couch, spatial, glanceable?)
Related Skills
hig foundations Shared principles (color, typography, accessibility, layout) across platforms
hig patterns Interaction patterns that manifest differently per platform
hig components layout Navigation structures (tab bars, sidebars, split views) that vary by platform
hig components content Content display that adapts across platforms
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