About hig-platforms
hig-platforms is a design skill for applying Apple Human Interface Guidelines across Apple platforms. It helps designers and developers adapt interaction, layout, and platform conventions rather than reusing one design unchanged.
Key features
- 01Platform-specific design principles
- 02Guidance for seven Apple platforms
- 03Platform comparison table output
- 04Per-platform implementation notes
- 05Checks existing design context
Use cases
- 01Adapting an iPhone app for iPadOS and macOS
- 02Choosing navigation for a target platform
- 03Planning input and layout across platforms
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ sickn33/ agentic-awesome-skills --skill hig-platformsAfter installing, type/hig-platformsin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
references/designing-for-games.mddesigning-for-ios.mddesigning-for-ipados.mddesigning-for-macos.mddesigning-for-tvos.mddesigning-for-visionos.mddesigning-for-watchos.mdDetails
From the project READMEApple 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
-
Each platform has a distinct identity. Adapt shared designs and code to each platform. Respect each platform's conventions, interaction models, and user expectations.
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iOS: touch-first. Direct manipulation on a handheld screen. Optimize for one-handed use. Navigation uses tab bars and push/pop stacks.
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iPadOS: expanded canvas. Support resizable windows and the multitasking modes available on the target OS and hardware. Use sidebars and multi-column layouts. Support pointer and keyboard alongside touch.
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macOS: pointer and keyboard. Dense information display is acceptable. Use menu bars, toolbars, and keyboard shortcuts extensively. Windows are resizable with precise control.
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tvOS: remote and focus. Viewed from a distance. Design for the Siri Remote with focus-based navigation. Large text, simple layouts, predictable spatial focus navigation.
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visionOS: spatial interaction. 3D environment using windows, volumes, and spaces. System-managed gaze targeting and indirect gestures for interaction; apps must not assume access to raw eye-tracking data. Respect ergonomic comfort zones.
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watchOS: glanceable and brief. Information consumable at a glance. Brief interactions. Digital Crown, haptics, and complications for timely content.
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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
-
Identify the primary use context. On the go (iOS/watchOS), at a desk (macOS), on the couch (tvOS), spatial environment (visionOS)?
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Match input to interaction. Touch for direct manipulation, pointer for precision, gaze+gesture for spatial, Digital Crown for quick scrolling, remote for focus navigation.
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Adapt, don't replicate. A macOS sidebar may become a tab bar or another compact navigation structure on iPhone, depending on the information hierarchy. A visionOS volume has no equivalent on watchOS. Translate intent, not implementation.
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Leverage platform strengths. Live Activities on iOS, Desktop Widgets on macOS, complications on watchOS, immersive spaces on visionOS.
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Maintain brand consistency while respecting each platform's visual language and interaction patterns.
Output Format
- Platform-specific recommendations citing relevant HIG sections.
- Platform differences table comparing navigation, input, layout, and conventions.
- Implementation notes per platform including recommended APIs and adaptation strategies.
Questions to Ask
- Which platforms are you targeting?
- New app or adapting an existing one? If existing, which platform is the base?
- SwiftUI or UIKit/AppKit?
- Need to support older OS versions?
- 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
This skill is applicable to execute the workflow or actions described in the overview.
Example
User request:
Use @hig-platforms for this task: Apple Human Interface Guidelines for platform-specific design.
Limitations
- Reference pages are snapshots. Check API availability, device support and current Apple guidance before choosing OS-specific features; sensors, Always On, multitasking and input methods vary by hardware and version.
- Platform design guidance does not authorize collecting personal, camera, location, health or tracking data. Request only the permissions and data the feature needs.
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.