About this skill
This skill equips an AI agent with core principles from Apple's Human Interface Guidelines (HIG), enabling it to offer informed advice on designing applications for Apple platforms. It emphasizes respecting each platform's distinct identity, interaction models, and user expectations. The skill outlines specific considerations for iOS (touch-first, one-handed use, tab bars) and iPadOS (expanded canvas, Split View, Slide Over, sidebars, pointer support), guiding the AI to provide contextually relevant and platform-appropriate design recommendations. The agent is instructed to utilize pre-existing knowledge (e.g., from `.claude/apple-design-context.md`) and only seek further information if necessary, ensuring consistent and accurate design guidance.
Best use case
An AI assistant leveraging Apple HIG to provide design best practices and guidance for iOS and iPadOS applications.
Apple Human Interface Guidelines for platform-specific design.
The AI agent will respond with accurate, nuanced, and platform-appropriate design recommendations and explanations, directly referencing or adhering to Apple's Human Interface Guidelines for iOS and iPadOS.
Practical example
Example input
What are the fundamental design differences between an iOS app and an iPadOS app, according to Apple's guidelines?
Example output
According to Apple's Human Interface Guidelines, each platform has a distinct identity. For iOS, the focus is 'touch-first,' optimized for one-handed use with navigation typically using tab bars and push/pop stacks. For iPadOS, it's an 'expanded canvas,' designed to support features like Split View, Slide Over, and Stage Manager, often utilizing sidebars and multi-column layouts, and supporting pointer interaction. You should not port designs directly between platforms, but rather respect each platform's conventions.
When to use this skill
- When seeking design advice for a new iOS or iPadOS application; when evaluating the UI/UX compliance of an existing app against Apple's guidelines; when discussing platform-specific design challenges with an AI agent; or when an AI agent needs to explain why designs should not be directly ported between Apple platforms.
When not to use this skill
- When designing for non-Apple platforms (e.g., Android, Web, Windows); when the query is unrelated to UI/UX or application design; or when detailed coding implementation advice is needed (this skill is focused on design principles).
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/hig-platforms/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How hig-platforms Compares
| Feature / Agent | hig-platforms | Standard Approach |
|---|---|---|
| Platform Support | Claude | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | easy | N/A |
Frequently Asked Questions
What does this skill do?
Apple Human Interface Guidelines for platform-specific design.
Which AI agents support this skill?
This skill is designed for Claude.
How difficult is it to install?
The installation complexity is rated as easy. You can find the installation instructions above.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
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SKILL.md Source
# 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 --- *Built by [Raintree Technology](https://raintree.technology) · [More developer tools](https://raintree.technology)* ## When to Use This skill is applicable to execute the workflow or actions described in the overview.
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