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Interfaces (UI/UX)48k · #3207

hig-platforms

Helps your agent follow Apple's platform-specific design guidelines. Useful for adapting designs to different Apple operating systems.

What it does

This agent helps you understand how to design apps for different Apple products (iPhone, iPad, Mac, etc.). It explains the specific rules for each so your app works well on them.

When to use it

  • ✓When creating an app for both iPhone and iPad.
  • ✓When thinking about how an app should look on a Mac.
  • ✓When you want your app to work well on different Apple devices.

Example of what to ask your AI

“How should I design the navigation for an iPad app, considering keyboard and mouse use?”

Want more? Open the sections below.

How to use

The easiest way: copy the message below and paste it into Claude, ChatGPT, Cursor or any AI. It reads the skill and follows the instructions.

Skill link

https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/hig-platforms/SKILL.md

Ready-to-paste message

Use this skill to help me: https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/hig-platforms/SKILL.md Read the SKILL.md file at that link and follow its instructions for my task.
How it works

The agent compares Apple's design rules for each device type. It uses these rules to give you advice on how to make your app work well on each one.

Installation

Easiest way: copy the skill link and paste it into Claude, ChatGPT or Cursor asking it to follow the instructions.

In the terminal (Claude Code, Codex, Cursor), in your project folder:

npx skills add sickn33/agentic-awesome-skills --skill hig-platforms

Or download just the file:

curl -L https://raw.githubusercontent.com/sickn33/agentic-awesome-skills/main/plugins/agentic-awesome-skills-claude/skills/hig-platforms/SKILL.md -o SKILL.md
Technical content (original SKILL.md)

Original text by the author, straight from GitHub.

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 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

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 · More developer tools

When to Use

…

FAQ

What are the 'Human Interface Guidelines' (HIG)?

These are Apple's set of rules and recommendations for creating apps that are easy to use and match the look and feel of Apple devices.

Why can't I use the same design for all devices?

Each Apple device (iPhone, iPad, Mac, etc.) has a different way of being used. What works well on one might not work on another. Apple's guidelines help respect these differences.

What is 'spatial design' for visionOS?

It's a type of design for Apple's mixed-reality glasses, where apps appear in a 3D environment, allowing interaction with eyes and gestures.

Details

Original description by the author

Apple Human Interface Guidelines for platform-specific design.

repo: sickn33/agentic-awesome-skills

Popularity

GitHub stars
48k
Ranking position
#3207
License
MIT
Updated
10/15/2026

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