Product design skills

references/platform-specifics.md

A supporting file of the apple-hig-expert skill.

Platform Specific Guidelines

While Apple aims for a unified aesthetic (Liquid Glass), each platform has unique ergonomics and hardware constraints.

iOS (iPhone)

Designed for one-handed operation and touch-first input.

  • Bottom Navigation: Primary controls should be reachable by the thumb at the bottom (Tab Bars, Toolbars).
  • Safe Area: Avoid placing UI near the Dynamic Island or the home indicator.
  • Dynamic Island: Use Live Activities and the Dynamic Island for high-value background status (e.g., timers, delivery status).

macOS (Desktop)

Designed for precision cursor input and multitasking.

  • Sidebars: Use for primary navigation.
  • Menu Bar: Always provide standard File, Edit, and View menus.
  • Windowing: Support multi-window environments and Split View.
  • Keyboard Shortcuts: Every primary action must have a Cmd + [Key] equivalent.

visionOS (Spatial Computing)

Designed for eyes (gaze) and hands (gestures).

  • Windows: Have a physical presence in space. They cast shadows and reflect light.
  • Ornaments: Floating controls that attach to the edge of a window.
  • Gaze-Contingent Feedback: Elements should react (subtle hover state) when the user looks at them.
  • Z-Axis: Use depth to prioritize content. Closer items are more important.

watchOS (Wrist)

Designed for "Glances" — 2 to 5 second interactions.

  • Vertical Layout: Scroll everything vertically using the Digital Crown.
  • Complications: Design for the watch face to provide high-value data at a glance.
  • Full-Bleed Images: Use the entire screen to reduce the perception of bezels.

Platform Differences Table

FeatureiOSmacOSvisionOS
NavigationTab Bar / Nav BarSidebar / Menu BarOrnaments / Sidebars
InputTouch / VoiceMouse / Trackpad / KeysEyes (Gaze) / Hands
Typical Dist.6 - 12 inches18 - 30 inchesInfinite (Arm's length)
AestheticHigh densityHigh precisionSpatially grounded

Sources

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