raintree-technology/hig-doctor

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 design. Also use when the user says "should I design differently for iPad vs iPhone", "how does my app work on visionOS", "what's different about macOS apps", "porting my app to another platform"…

First seen Feb 15, 2026

Installation

$ npx skills add raintree-technology/hig-doctor --skill hig-platforms

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Declared
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Repository health

Stars 122
License LICENSE
Default branch main
Open issues 2
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

Version1.0.0
Declared agents claude-code

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 5,320 B
  • docs SUMMARY.md 3,933 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 498 installs

SKILL.md

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.
  1. iOS: touch-first. Direct manipulation on a handheld screen. Optimize for one-handed use. Navigation uses tab bars and push/pop stacks.
  1. iPadOS: expanded canvas. Support Split View, Slide Over, and Stage Manager. Use sidebars and multi-column layouts. Support pointer and keyboard alongside touch.
  1. macOS: pointer and keyboard. Dense information display is acceptable. Use menu bars, toolbars, and keyboard shortcuts extensively. Windows are resizable with precise control.
  1. tvOS: remote and focus. Viewed from a distance. Design for the Siri Remote with focus-based navigation. Large text, simple layouts, linear navigation.
  1. visionOS: spatial interaction. 3D environment using windows, volumes, and spaces. Eye tracking for targeting, indirect gestures for interaction. Respect ergonomic comfort zones.
  1. watchOS: glanceable and brief. Information consumable at a glance. Brief interactions. Digital Crown, haptics, and complications for timely content.
  1. 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)?
  1. Match input to interaction. Touch for direct manipulation, pointer for precision, gaze+gesture for spatial, Digital Crown for quick scrolling, remote for focus navigation.
  1. 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.
  1. Leverage platform strengths. Live Activities on iOS, Desktop Widgets on macOS, complications on watchOS, immersive spaces on visionOS.
  1. 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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