Design native iOS interfaces following Apple Human Interface

iOS Human Interface Guidelines Design Skill

by wondelai · MIT license · ★ 2,235 on GitHub · updated Sep 10

iOS Human Interface Guidelines Design Skill cover

Design native iOS interfaces following Apple Human Interface Guidelines.

---
name: ios-hig-design
description: 'Design native iOS interfaces following Apple Human Interface Guidelines. Use when the user mentions "iPhone app", "iPad layout", "SwiftUI", "UIKit", "Dynamic Island", "safe areas", "HIG compliance", "SF Symbols", "haptic feedback", "iOS accessibility", "make my app feel native", or "follow Apple design guidelines". Also trigger when building tab bars, navigation stacks, sheets, or modals for iOS, implementing dark mode, or adapting layouts across screen sizes. Covers navigation patterns, accessibility, SF Symbols, and platform conventions. For general UI polish, see refactoring-ui. For affordance design, see design-everyday-things.'
license: MIT
metadata:
  author: wondelai
  version: "1.5.1"
---

# iOS Human Interface Guidelines Design Skill

Framework for designing native iOS interfaces that feel intuitive, consistent, and aligned with Apple's design philosophy. Based on Apple's Human Interface Guidelines, the definitive resource for apps that integrate seamlessly with iPhone, iPad, and the Apple ecosystem.

## Core Principle

Apple's iOS design philosophy rests on three pillars: **clarity** (every element legible and purposeful), **deference** (the interface never overshadows the content it presents), and **depth** (layering, transitions, and realistic motion convey hierarchy and spatial relationships).

**The foundation:** The best iOS apps internalize this philosophy rather than following HIG rules mechanically. Native components, system conventions, and platform consistency aren't constraints---they're the reason iOS users trust and enjoy apps that feel like they belong.

Overview

Framework for designing native iOS interfaces that feel intuitive, consistent, and aligned with Apple's design philosophy. Based on Apple's Human Interface Guidelines, the definitive resource for apps that integrate seamlessly with iPhone, iPad, and the Apple ecosystem.

The SKILL.md below is the copy AgentAlley read and checked. The repo has changed it since; the other files are from commit c172996.

Manual install (npx, ZIP)
Claude Codenpx skills add wondelai/skills --skill ios-hig-design -g -a claude-code
Claude Code (manual)mkdir -p ~/.claude/skills && curl -sL https://codeload.github.com/wondelai/skills/tar.gz/c172996495be \ | tar -xz -C ~/.claude/skills --strip-components=1 skills-c172996495be/ios-hig-design
Windows (PowerShell)New-Item -ItemType Directory -Force "$HOME\.claude\skills" | Out-Null; Invoke-WebRequest "https://m.agentalley.io/zip/50e1652dddb2b5531f17/ios-hig-design.zip" -OutFile "$env:TEMP\ios-hig-design.zip"; Expand-Archive "$env:TEMP\ios-hig-design.zip" -DestinationPath "$HOME\.claude\skills" -Force
Claude.ai / desktopDownload the ZIP and upload it under Settings → Capabilities → Skills.
Codex, Cursor, other agentsPoint them at SKILL.md. The other files are plain text.

Connects with Agent Alley MCP · agentalley.io/mcp

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iOS Human Interface Guidelines Design Skill

Framework for designing native iOS interfaces that feel intuitive, consistent, and aligned with Apple's design philosophy. Based on Apple's Human Interface Guidelines, the definitive resource for apps that integrate seamlessly with iPhone, iPad, and the Apple ecosystem.

Core Principle

Apple's iOS design philosophy rests on three pillars: clarity (every element legible and purposeful), deference (the interface never overshadows the content it presents), and depth (layering, transitions, and realistic motion convey hierarchy and spatial relationships).

The foundation: The best iOS apps internalize this philosophy rather than following HIG rules mechanically. Native components, system conventions, and platform consistency aren't constraints---they're the reason iOS users trust and enjoy apps that feel like they belong.

Scoring

Goal: 10/10. Score 1 point per satisfied row of the Quick Diagnostic (6 rows), plus up to 4 points for native idiom: +1 semantic colors/text styles throughout (no hardcoded values), +1 system controls over custom reimplementations, +1 standard gestures and meaningful haptics, +1 SF Symbols and correct app-icon shape. Bands: 9-10 = native, accessible, adapts to Dark Mode and Dynamic Type, zero foreign patterns; 5-6 = works but leaks Android idioms or hardcodes color/size; <=3 = fails safe areas, touch targets, or VoiceOver. Always state the score and the specific improvements needed to reach 10/10.

iOS Design Framework

1. Layout & Safe Areas

Core concept: iOS devices have specific screen dimensions, safe area insets, and hardware intrusions (notch, Dynamic Island, home indicator) that every layout must respect.

Key insights:

  • Design for the smallest screen first (375pt width, iPhone SE)
  • Safe areas protect content from the notch, Dynamic Island, and home indicator---never place interactive elements under them
  • Standard content margins: 16-20pt from screen edges; spacing increments: 8 / 16 / 24pt
  • Minimum touch target and list row height: 44pt

Product applications:

Context Layout Pattern Example
Status bar 20pt classic, 44-54pt on Dynamic Island devices Time, signal, battery area
Navigation bar 44pt standard row + ~52pt large title (~96pt total) Back button, title, actions
Content area Flexible, scrollable, respects safe area Main app content
Tab bar 49pt height, translucent with blur 2-5 primary destinations
Home indicator 34pt inset at bottom System gesture area

Copy patterns:

  • Use VStack { }, which respects safe areas by default
  • Use .ignoresSafeArea() only for backgrounds and decoration, never interactive content
  • Test on multiple sizes, including iPhone SE and Pro Max

See references/navigation.md when laying out chrome---exact nav bar and tab bar dimensions, large-title behavior, and split-view rules.

2. Typography & Dynamic Type

Core concept: iOS uses the San Francisco (SF Pro) typeface with semantic text styles that automatically scale for accessibility via Dynamic Type. Semantic styles give consistent platform hierarchy; Dynamic Type lets users read at their preferred size without breaking layouts.

Key insights:

  • Large Title: 34pt Bold; Title: 17pt Medium; Body: 17pt Regular; Caption: 12-13pt; secondary text: 15pt at 60% opacity
  • Minimum text size 11pt (captions/secondary only)
  • Line height at least 1.3x font size; optimal line length 35-50 characters on mobile
  • Always left-aligned, non-justified text

Product applications:

Context Typography Pattern Example
Screen titles .largeTitle or .title style Large title collapses on scroll
Body content .body style, 17pt List items, descriptions
Secondary info .subheadline or .footnote Timestamps, metadata
Tab labels 10pt SF text Tab bar item labels
Buttons .body weight semibold Primary action text

Copy patterns:

  • Use .font(.title), .font(.body), .font(.caption) instead of hardcoded sizes; @ScaledMetric for custom spacing that scales
  • Prefer weight and color variation over extreme size differences for hierarchy
  • Test all layouts at the largest Dynamic Type size

See references/typography.md when matching a design to exact specs---per-style hex values and the Dark Mode text-color mapping.

3. Color & Dark Mode

Core concept: iOS provides semantic system colors that automatically adapt between light and dark appearances while preserving contrast and hierarchy.

Key insights:

  • Use Color(.label), Color(.secondaryLabel), Color(.systemBackground) instead of hardcoded colors
  • Color(.systemBlue) is the default tint; .systemRed for destructive actions; .systemGreen for success
  • Dark Mode inverts text colors and shifts backgrounds darker while keeping relative hierarchy; accent colors need lower brightness and higher saturation to pop
  • Maintain 4.5:1 contrast in both modes; preview both during development

Product applications:

Context Color Pattern Example
Primary text Color(.label) Adapts white/black per mode
Secondary text Color(.secondaryLabel) 60% opacity in both modes
Backgrounds Color(.systemBackground) / .secondarySystemBackground Layered depth
Destructive actions Color(.systemRed) Delete buttons, warnings
Interactive tint App accent color or .systemBlue Links, toggle states

Copy patterns:

  • Use .preferredColorScheme(.light) and .dark in previews to test both modes side by side
  • Define custom colors in the Asset Catalog with light/dark variants, not in code
  • Never assume a background is white or black; test with Increase Contrast enabled

See references/colors-depth.md when checking contrast---the full WCAG ratio table (normal text, large text, UI components) and the tertiary/grouped-background tokens.

4. Navigation Patterns

Core concept: iOS uses a layered navigation model: tab bars for primary destinations, navigation stacks for hierarchical drilling, and modals for focused tasks. Users rely on these patterns to know where they are and how to get back; reinventing them makes the app feel foreign.

Key insights:

  • Tab bar: 2-5 primary destinations, always visible, remembers state per tab
  • Navigation bar: back button (top-left), title (center or large), actions (top-right); large title collapses on scroll
  • Modals for focused tasks; dismiss via swipe-down or explicit close button
  • Never use hamburger menus---iOS users expect tab bars
  • Search bar can sit below the nav bar, hidden until pulled down

Product applications:

Context Navigation Pattern Example
App structure Tab bar with 3-5 tabs Home, Search, Profile
Content hierarchy Push navigation (drill-down) List > Detail > Edit
Focused tasks Modal presentation Compose, settings, filters
Search Pull-down search bar Spotlight-style search
Split view iPad sidebar + detail Mail, Notes on iPad

Copy patterns:

  • Back button text should be the previous screen's title, not "Back"
  • Tab labels are single words ("Home", "Search"); modal titles describe the task ("New Message", "Edit Profile")
  • Use NavigationStack (not deprecated NavigationView) in SwiftUI
5. Controls & Inputs

Core concept: iOS provides a rich library of native controls (buttons, lists, toggles, pickers, menus, text fields) that users already understand and expect.

Why it works: Native controls ship with built-in accessibility, haptics, and learned interaction patterns; custom controls create friction and miss edge cases Apple already solved.

Key insights:

  • Page-level actions go in the nav bar (top) or action bar (bottom)
  • Primary buttons are filled with the theme color; secondary are outlined or text-only
  • Destructive actions use red and require confirmation when irreversible
  • Lists (table views) are the fundamental iOS content pattern
  • Match keyboard type to input (.emailAddress, .phonePad, .URL); use .textContentType for autofill

Product applications:

Context Control Pattern Example
Forms Native text fields with proper keyboard types Email field with @ keyboard
Settings Grouped list with toggles, disclosure iOS Settings style
Selection Picker, segmented control, or action sheet Date picker, sort options
Destructive actions Red button + confirmation alert "Delete Account" flow
Context actions Long press menu or swipe actions Edit, share, delete on row

Copy patterns:

  • Pair .keyboardType(.emailAddress) with .textContentType(.emailAddress)
  • Prefer system confirmations: .alert() or .confirmationDialog(); use .swipeActions on list rows
  • Place primary action buttons at the bottom of the screen within thumb reach

Ethical boundary: Never disguise ads as native controls or make destructive actions easy to trigger accidentally.

See references/components.md when building a specific control---button styles, list/section variants, picker vs segmented-control choice, and confirmation-dialog wiring. See references/keyboard-input.md when building forms---keyboard-type table, input accessory views, and hardware-keyboard shortcuts.

6. Accessibility

Core concept: iOS has world-class accessibility features (VoiceOver, Dynamic Type, Switch Control, Voice Control), and every app must support them as a first-class concern. App Store review can reject apps that are unusable with assistive technologies.

Key insights:

  • Every interactive element needs an .accessibilityLabel; use .accessibilityValue for state and .accessibilityHint for effect
  • Group related elements with .accessibilityElement(children: .combine)
  • Support Dynamic Type at all sizes; test at the largest setting
  • Honor the 44 x 44pt touch target (section 1) and 4.5:1 contrast minimum (section 3) as accessibility requirements, not just visual defaults
  • Never convey meaning through color alone

Product applications:

Context Accessibility Pattern Example
Icons .accessibilityLabel("Favorite") Heart icon with label
Sliders .accessibilityValue("\(Int(volume * 100))%") Volume control
Buttons .accessibilityHint("Shares this item") Share button
Groups .accessibilityElement(children: .combine) Avatar + name row
Images Decorative: .accessibilityHidden(true) Background patterns

Copy patterns:

  • Write labels as nouns ("Favorite", "Settings"); write hints as actions ("Shares this item with others")
  • Test the complete app flow using only VoiceOver
  • Use Xcode's Accessibility Inspector to audit contrast and labels

See references/accessibility.md before sign-off---the full VoiceOver-implementation patterns and a pre-ship accessibility checklist to run the app against.

7. Icons & Images

Core concept: iOS uses SF Symbols as the standard icon system and requires app icons in specific sizes with the signature superellipse ("squircle") mask applied automatically. SF Symbols align optically with San Francisco text and scale with Dynamic Type, so they stay aligned and crisp at every weight and size.

Key insights:

  • Use SF Symbols (Image(systemName:)) for all standard icons---they scale with text
  • App icons: export 1024x1024px square; iOS applies the squircle mask (corner radius = side x 0.222 with 61% smoothing)
  • iOS 18+ supports light, dark, and tinted icon variants
  • Avoid text in app icons; keep designs simple with recognizable silhouettes

Product applications:

Context Icon Pattern Example
Tab bar SF Symbols, filled variant for selected house.fill, magnifyingglass
Navigation bar SF Symbols at regular weight gear, plus, ellipsis
List accessories SF Symbols, secondary color chevron.right, checkmark
App icon 1024px square, simple bold design Single recognizable glyph

Copy patterns:

  • Use Image(systemName: "heart.fill"); apply .symbolRenderingMode(.hierarchical) for multi-color depth
  • Size symbols relative to text with .imageScale(.large) or .font()
  • Browse symbols in the free SF Symbols app from Apple

Ethical boundary: Never use icons that suggest functionality that doesn't exist or contradict iOS conventions (trash = delete, not archive).

See references/app-icons.md when exporting the app icon---per-context size table, exact squircle math, and the iOS 18 light/dark/tinted variant requirements.

8. Gestures & Haptics

Core concept: iOS defines standard gestures (swipe back, pull to refresh, long press for context menu) and haptic feedback patterns that must be respected and never overridden. Gestures are muscle memory---repurposing swipe-back or pull-to-refresh disorients users; haptics give invisible confirmation that an action registered.

Key insights:

  • Never override: swipe-right-from-edge (back), swipe-down on modal (dismiss), pull-down on list (refresh)
  • Swipe-left on rows reveals actions; long press shows context menus; pinch zooms images and maps
  • Three haptic types: impact (physical actions), notification (outcomes), selection (UI changes)
  • Haptics should be subtle and meaningful---never constant or annoying

Product applications:

Context Gesture/Haptic Pattern Example
Navigation Swipe right from left edge System back gesture
Modals Swipe down to dismiss Sheet dismissal
Lists Pull to refresh, swipe for actions Refresh content, delete row
Confirmation .success haptic on completion Payment confirmed
Selection Selection haptic on toggle/pick Picker wheel scroll

Copy patterns:

  • UIImpactFeedbackGenerator(style: .medium) for physical interactions; UISelectionFeedbackGenerator() for UI state changes
  • UINotificationFeedbackGenerator() with .success, .warning, .error for outcomes
  • Call .prepare() before triggering haptics to minimize latency

See references/gestures.md when wiring gestures or animation---the full reserved-gesture table, haptic-generator recipes, and standard animation timing/curves.

Common Mistakes

Mistake Why It Fails Fix
Overriding standard gestures Breaks muscle memory for swipe-back, pull-refresh Use system gestures as intended; custom gestures only for supplementary actions
Touch targets under 44pt Mis-taps, frustration, accessibility failures Make all interactive elements at least 44 x 44pt
Ignoring safe areas Content hidden behind notch, Dynamic Island, home indicator Respect safe area insets; .ignoresSafeArea() only for backgrounds
Using Android patterns on iOS Hamburger menus, top tabs, FABs feel foreign Use tab bars, bottom sheets, native iOS components
Skipping Dark Mode Broken layouts, unreadable text for Dark Mode users Use semantic colors; test both appearances
Hardcoding font sizes Breaks Dynamic Type, excludes low-vision users Use semantic text styles (.title, .body, .caption) throughout
Low contrast text Fails WCAG AA; unreadable in sunlight Maintain 4.5:1 minimum; test with Increase Contrast
Not testing on real devices Simulator misses performance, haptics, safe area edge cases Test on physical devices at smallest and largest sizes

Quick Diagnostic

Audit any iOS interface design:

Question If No Action
Does the layout respect safe areas on all device sizes? Content hidden behind hardware Audit on iPhone SE and Pro Max; fix insets
Are all touch targets at least 44 x 44pt? Mis-taps and accessibility failures Increase tap areas; .frame(minWidth: 44, minHeight: 44)
Does the app work fully in Dark Mode? Broken/unreadable UI for Dark Mode users Replace hardcoded colors with semantic system colors
Does text scale properly with Dynamic Type? Excludes low-vision users Use semantic text styles; test at largest setting
Can a VoiceOver user complete every task? App inaccessible to blind users Add labels, values, hints to all interactive elements
Are navigation patterns native iOS? App feels foreign Replace hamburger menus with tab bars; standard push/modal navigation

Beyond Core UI

The eight framework sections above each link their deep-dive reference inline at the point of need. Three further references cover system surfaces that sit outside the on-screen UI:

  • See references/privacy-permissions.md when the app requests camera, location, contacts, or any protected resource---request timing, pre-permission priming screens, usage-string wording, and the denied-permission recovery path.
  • See references/widgets-extensions.md when building a Home Screen widget, App Clip, Live Activity, or share/action extension---supported sizes and per-surface design constraints.
  • See references/system-integration.md when wiring the app into the OS---Siri/Shortcuts intents, Handoff, drag-and-drop, universal links, and Spotlight indexing.

Further Reading

For the complete guidelines, platform-specific guidance, and latest updates:

  • Apple Human Interface Guidelines --- the definitive reference for all Apple platforms
  • SF Symbols --- Apple's icon system, 5,000+ configurable symbols
  • Apple Design Resources --- official Figma/Sketch templates and UI kits
  • WWDC Design Sessions --- videos on design principles and new features
  • "Designed by Apple in California" --- photo book of Apple's design process (out of print; Apple no longer sells it)
  • "The Design of Everyday Things" by Don Norman --- the human-centered design text that influenced Apple
  • "Universal Principles of Design" by William Lidwell, Kritina Holden, and Jill Butler --- 125 principles applicable to iOS

About the Author

The Apple Human Interface Guidelines are written and maintained by Apple's Human Interface Design team, one of the most influential design organizations in technology. First published in 1984 alongside the original Macintosh, the HIG established principles---direct manipulation, consistency, user control---that defined graphical interface design and have evolved through iPhone, iPad, Apple Watch, and Vision Pro. It remains freely available at developer.apple.com as the essential reference for Apple platforms.

1---
2name: ios-hig-design
3description: 'Design native iOS interfaces following Apple Human Interface Guidelines. Use when the user mentions "iPhone app", "iPad layout", "SwiftUI", "UIKit", "Dynamic Island", "safe areas", "HIG compliance", "SF Symbols", "haptic feedback", "iOS accessibility", "make my app feel native", or "follow Apple design guidelines". Also trigger when building tab bars, navigation stacks, sheets, or modals for iOS, implementing dark mode, or adapting layouts across screen sizes. Covers navigation patterns, accessibility, SF Symbols, and platform conventions. For general UI polish, see refactoring-ui. For affordance design, see design-everyday-things.'
4license: MIT
5metadata:
6 author: wondelai
7 version: "1.5.1"
8---
9 
10# iOS Human Interface Guidelines Design Skill
11 
12Framework for designing native iOS interfaces that feel intuitive, consistent, and aligned with Apple's design philosophy. Based on Apple's Human Interface Guidelines, the definitive resource for apps that integrate seamlessly with iPhone, iPad, and the Apple ecosystem.
13 
14## Core Principle
15 
16Apple's iOS design philosophy rests on three pillars: **clarity** (every element legible and purposeful), **deference** (the interface never overshadows the content it presents), and **depth** (layering, transitions, and realistic motion convey hierarchy and spatial relationships).
17 
18**The foundation:** The best iOS apps internalize this philosophy rather than following HIG rules mechanically. Native components, system conventions, and platform consistency aren't constraints---they're the reason iOS users trust and enjoy apps that feel like they belong.
19 
20## Scoring
21 
22**Goal: 10/10.** Score 1 point per satisfied row of the Quick Diagnostic (6 rows), plus up to 4 points for native idiom: +1 semantic colors/text styles throughout (no hardcoded values), +1 system controls over custom reimplementations, +1 standard gestures and meaningful haptics, +1 SF Symbols and correct app-icon shape. Bands: **9-10** = native, accessible, adapts to Dark Mode and Dynamic Type, zero foreign patterns; **5-6** = works but leaks Android idioms or hardcodes color/size; **<=3** = fails safe areas, touch targets, or VoiceOver. Always state the score and the specific improvements needed to reach 10/10.
23 
24## iOS Design Framework
25 
26### 1. Layout & Safe Areas
27 
28**Core concept:** iOS devices have specific screen dimensions, safe area insets, and hardware intrusions (notch, Dynamic Island, home indicator) that every layout must respect.
29 
30**Key insights:**
31- Design for the smallest screen first (375pt width, iPhone SE)
32- Safe areas protect content from the notch, Dynamic Island, and home indicator---never place interactive elements under them
33- Standard content margins: 16-20pt from screen edges; spacing increments: 8 / 16 / 24pt
34- Minimum touch target and list row height: 44pt
35 
36**Product applications:**
37 
38| Context | Layout Pattern | Example |
39|---------|---------------|---------|
40| **Status bar** | 20pt classic, 44-54pt on Dynamic Island devices | Time, signal, battery area |
41| **Navigation bar** | 44pt standard row + ~52pt large title (~96pt total) | Back button, title, actions |
42| **Content area** | Flexible, scrollable, respects safe area | Main app content |
43| **Tab bar** | 49pt height, translucent with blur | 2-5 primary destinations |
44| **Home indicator** | 34pt inset at bottom | System gesture area |
45 
46**Copy patterns:**
47- Use `VStack { }`, which respects safe areas by default
48- Use `.ignoresSafeArea()` only for backgrounds and decoration, never interactive content
49- Test on multiple sizes, including iPhone SE and Pro Max
50 
51See [references/navigation.md](references/navigation.md) when laying out chrome---exact nav bar and tab bar dimensions, large-title behavior, and split-view rules.
52 
53### 2. Typography & Dynamic Type
54 
55**Core concept:** iOS uses the San Francisco (SF Pro) typeface with semantic text styles that automatically scale for accessibility via Dynamic Type. Semantic styles give consistent platform hierarchy; Dynamic Type lets users read at their preferred size without breaking layouts.
56 
57**Key insights:**
58- Large Title: 34pt Bold; Title: 17pt Medium; Body: 17pt Regular; Caption: 12-13pt; secondary text: 15pt at 60% opacity
59- Minimum text size 11pt (captions/secondary only)
60- Line height at least 1.3x font size; optimal line length 35-50 characters on mobile
61- Always left-aligned, non-justified text
62 
63**Product applications:**
64 
65| Context | Typography Pattern | Example |
66|---------|-------------------|---------|
67| **Screen titles** | `.largeTitle` or `.title` style | Large title collapses on scroll |
68| **Body content** | `.body` style, 17pt | List items, descriptions |
69| **Secondary info** | `.subheadline` or `.footnote` | Timestamps, metadata |
70| **Tab labels** | 10pt SF text | Tab bar item labels |
71| **Buttons** | `.body` weight semibold | Primary action text |
72 
73**Copy patterns:**
74- Use `.font(.title)`, `.font(.body)`, `.font(.caption)` instead of hardcoded sizes; `@ScaledMetric` for custom spacing that scales
75- Prefer weight and color variation over extreme size differences for hierarchy
76- Test all layouts at the largest Dynamic Type size
77 
78See [references/typography.md](references/typography.md) when matching a design to exact specs---per-style hex values and the Dark Mode text-color mapping.
79 
80### 3. Color & Dark Mode
81 
82**Core concept:** iOS provides semantic system colors that automatically adapt between light and dark appearances while preserving contrast and hierarchy.
83 
84**Key insights:**
85- Use `Color(.label)`, `Color(.secondaryLabel)`, `Color(.systemBackground)` instead of hardcoded colors
86- `Color(.systemBlue)` is the default tint; `.systemRed` for destructive actions; `.systemGreen` for success
87- Dark Mode inverts text colors and shifts backgrounds darker while keeping relative hierarchy; accent colors need lower brightness and higher saturation to pop
88- Maintain 4.5:1 contrast in both modes; preview both during development
89 
90**Product applications:**
91 
92| Context | Color Pattern | Example |
93|---------|--------------|---------|
94| **Primary text** | `Color(.label)` | Adapts white/black per mode |
95| **Secondary text** | `Color(.secondaryLabel)` | 60% opacity in both modes |
96| **Backgrounds** | `Color(.systemBackground)` / `.secondarySystemBackground` | Layered depth |
97| **Destructive actions** | `Color(.systemRed)` | Delete buttons, warnings |
98| **Interactive tint** | App accent color or `.systemBlue` | Links, toggle states |
99 
100**Copy patterns:**
101- Use `.preferredColorScheme(.light)` and `.dark` in previews to test both modes side by side
102- Define custom colors in the Asset Catalog with light/dark variants, not in code
103- Never assume a background is white or black; test with Increase Contrast enabled
104 
105See [references/colors-depth.md](references/colors-depth.md) when checking contrast---the full WCAG ratio table (normal text, large text, UI components) and the tertiary/grouped-background tokens.
106 
107### 4. Navigation Patterns
108 
109**Core concept:** iOS uses a layered navigation model: tab bars for primary destinations, navigation stacks for hierarchical drilling, and modals for focused tasks. Users rely on these patterns to know where they are and how to get back; reinventing them makes the app feel foreign.
110 
111**Key insights:**
112- Tab bar: 2-5 primary destinations, always visible, remembers state per tab
113- Navigation bar: back button (top-left), title (center or large), actions (top-right); large title collapses on scroll
114- Modals for focused tasks; dismiss via swipe-down or explicit close button
115- Never use hamburger menus---iOS users expect tab bars
116- Search bar can sit below the nav bar, hidden until pulled down
117 
118**Product applications:**
119 
120| Context | Navigation Pattern | Example |
121|---------|-------------------|---------|
122| **App structure** | Tab bar with 3-5 tabs | Home, Search, Profile |
123| **Content hierarchy** | Push navigation (drill-down) | List > Detail > Edit |
124| **Focused tasks** | Modal presentation | Compose, settings, filters |
125| **Search** | Pull-down search bar | Spotlight-style search |
126| **Split view** | iPad sidebar + detail | Mail, Notes on iPad |
127 
128**Copy patterns:**
129- Back button text should be the previous screen's title, not "Back"
130- Tab labels are single words ("Home", "Search"); modal titles describe the task ("New Message", "Edit Profile")
131- Use `NavigationStack` (not deprecated `NavigationView`) in SwiftUI
132 
133### 5. Controls & Inputs
134 
135**Core concept:** iOS provides a rich library of native controls (buttons, lists, toggles, pickers, menus, text fields) that users already understand and expect.
136 
137**Why it works:** Native controls ship with built-in accessibility, haptics, and learned interaction patterns; custom controls create friction and miss edge cases Apple already solved.
138 
139**Key insights:**
140- Page-level actions go in the nav bar (top) or action bar (bottom)
141- Primary buttons are filled with the theme color; secondary are outlined or text-only
142- Destructive actions use red and require confirmation when irreversible
143- Lists (table views) are the fundamental iOS content pattern
144- Match keyboard type to input (`.emailAddress`, `.phonePad`, `.URL`); use `.textContentType` for autofill
145 
146**Product applications:**
147 
148| Context | Control Pattern | Example |
149|---------|----------------|---------|
150| **Forms** | Native text fields with proper keyboard types | Email field with @ keyboard |
151| **Settings** | Grouped list with toggles, disclosure | iOS Settings style |
152| **Selection** | Picker, segmented control, or action sheet | Date picker, sort options |
153| **Destructive actions** | Red button + confirmation alert | "Delete Account" flow |
154| **Context actions** | Long press menu or swipe actions | Edit, share, delete on row |
155 
156**Copy patterns:**
157- Pair `.keyboardType(.emailAddress)` with `.textContentType(.emailAddress)`
158- Prefer system confirmations: `.alert()` or `.confirmationDialog()`; use `.swipeActions` on list rows
159- Place primary action buttons at the bottom of the screen within thumb reach
160 
161**Ethical boundary:** Never disguise ads as native controls or make destructive actions easy to trigger accidentally.
162 
163See [references/components.md](references/components.md) when building a specific control---button styles, list/section variants, picker vs segmented-control choice, and confirmation-dialog wiring. See [references/keyboard-input.md](references/keyboard-input.md) when building forms---keyboard-type table, input accessory views, and hardware-keyboard shortcuts.
164 
165### 6. Accessibility
166 
167**Core concept:** iOS has world-class accessibility features (VoiceOver, Dynamic Type, Switch Control, Voice Control), and every app must support them as a first-class concern. App Store review can reject apps that are unusable with assistive technologies.
168 
169**Key insights:**
170- Every interactive element needs an `.accessibilityLabel`; use `.accessibilityValue` for state and `.accessibilityHint` for effect
171- Group related elements with `.accessibilityElement(children: .combine)`
172- Support Dynamic Type at all sizes; test at the largest setting
173- Honor the 44 x 44pt touch target (section 1) and 4.5:1 contrast minimum (section 3) as accessibility requirements, not just visual defaults
174- Never convey meaning through color alone
175 
176**Product applications:**
177 
178| Context | Accessibility Pattern | Example |
179|---------|----------------------|---------|
180| **Icons** | `.accessibilityLabel("Favorite")` | Heart icon with label |
181| **Sliders** | `.accessibilityValue("\(Int(volume * 100))%")` | Volume control |
182| **Buttons** | `.accessibilityHint("Shares this item")` | Share button |
183| **Groups** | `.accessibilityElement(children: .combine)` | Avatar + name row |
184| **Images** | Decorative: `.accessibilityHidden(true)` | Background patterns |
185 
186**Copy patterns:**
187- Write labels as nouns ("Favorite", "Settings"); write hints as actions ("Shares this item with others")
188- Test the complete app flow using only VoiceOver
189- Use Xcode's Accessibility Inspector to audit contrast and labels
190 
191See [references/accessibility.md](references/accessibility.md) before sign-off---the full VoiceOver-implementation patterns and a pre-ship accessibility checklist to run the app against.
192 
193### 7. Icons & Images
194 
195**Core concept:** iOS uses SF Symbols as the standard icon system and requires app icons in specific sizes with the signature superellipse ("squircle") mask applied automatically. SF Symbols align optically with San Francisco text and scale with Dynamic Type, so they stay aligned and crisp at every weight and size.
196 
197**Key insights:**
198- Use SF Symbols (`Image(systemName:)`) for all standard icons---they scale with text
199- App icons: export 1024x1024px square; iOS applies the squircle mask (corner radius = side x 0.222 with 61% smoothing)
200- iOS 18+ supports light, dark, and tinted icon variants
201- Avoid text in app icons; keep designs simple with recognizable silhouettes
202 
203**Product applications:**
204 
205| Context | Icon Pattern | Example |
206|---------|-------------|---------|
207| **Tab bar** | SF Symbols, filled variant for selected | `house.fill`, `magnifyingglass` |
208| **Navigation bar** | SF Symbols at regular weight | `gear`, `plus`, `ellipsis` |
209| **List accessories** | SF Symbols, secondary color | `chevron.right`, `checkmark` |
210| **App icon** | 1024px square, simple bold design | Single recognizable glyph |
211 
212**Copy patterns:**
213- Use `Image(systemName: "heart.fill")`; apply `.symbolRenderingMode(.hierarchical)` for multi-color depth
214- Size symbols relative to text with `.imageScale(.large)` or `.font()`
215- Browse symbols in the free SF Symbols app from Apple
216 
217**Ethical boundary:** Never use icons that suggest functionality that doesn't exist or contradict iOS conventions (trash = delete, not archive).
218 
219See [references/app-icons.md](references/app-icons.md) when exporting the app icon---per-context size table, exact squircle math, and the iOS 18 light/dark/tinted variant requirements.
220 
221### 8. Gestures & Haptics
222 
223**Core concept:** iOS defines standard gestures (swipe back, pull to refresh, long press for context menu) and haptic feedback patterns that must be respected and never overridden. Gestures are muscle memory---repurposing swipe-back or pull-to-refresh disorients users; haptics give invisible confirmation that an action registered.
224 
225**Key insights:**
226- Never override: swipe-right-from-edge (back), swipe-down on modal (dismiss), pull-down on list (refresh)
227- Swipe-left on rows reveals actions; long press shows context menus; pinch zooms images and maps
228- Three haptic types: impact (physical actions), notification (outcomes), selection (UI changes)
229- Haptics should be subtle and meaningful---never constant or annoying
230 
231**Product applications:**
232 
233| Context | Gesture/Haptic Pattern | Example |
234|---------|----------------------|---------|
235| **Navigation** | Swipe right from left edge | System back gesture |
236| **Modals** | Swipe down to dismiss | Sheet dismissal |
237| **Lists** | Pull to refresh, swipe for actions | Refresh content, delete row |
238| **Confirmation** | `.success` haptic on completion | Payment confirmed |
239| **Selection** | Selection haptic on toggle/pick | Picker wheel scroll |
240 
241**Copy patterns:**
242- `UIImpactFeedbackGenerator(style: .medium)` for physical interactions; `UISelectionFeedbackGenerator()` for UI state changes
243- `UINotificationFeedbackGenerator()` with `.success`, `.warning`, `.error` for outcomes
244- Call `.prepare()` before triggering haptics to minimize latency
245 
246See [references/gestures.md](references/gestures.md) when wiring gestures or animation---the full reserved-gesture table, haptic-generator recipes, and standard animation timing/curves.
247 
248## Common Mistakes
249 
250| Mistake | Why It Fails | Fix |
251|---------|-------------|-----|
252| **Overriding standard gestures** | Breaks muscle memory for swipe-back, pull-refresh | Use system gestures as intended; custom gestures only for supplementary actions |
253| **Touch targets under 44pt** | Mis-taps, frustration, accessibility failures | Make all interactive elements at least 44 x 44pt |
254| **Ignoring safe areas** | Content hidden behind notch, Dynamic Island, home indicator | Respect safe area insets; `.ignoresSafeArea()` only for backgrounds |
255| **Using Android patterns on iOS** | Hamburger menus, top tabs, FABs feel foreign | Use tab bars, bottom sheets, native iOS components |
256| **Skipping Dark Mode** | Broken layouts, unreadable text for Dark Mode users | Use semantic colors; test both appearances |
257| **Hardcoding font sizes** | Breaks Dynamic Type, excludes low-vision users | Use semantic text styles (`.title`, `.body`, `.caption`) throughout |
258| **Low contrast text** | Fails WCAG AA; unreadable in sunlight | Maintain 4.5:1 minimum; test with Increase Contrast |
259| **Not testing on real devices** | Simulator misses performance, haptics, safe area edge cases | Test on physical devices at smallest and largest sizes |
260 
261## Quick Diagnostic
262 
263Audit any iOS interface design:
264 
265| Question | If No | Action |
266|----------|-------|--------|
267| Does the layout respect safe areas on all device sizes? | Content hidden behind hardware | Audit on iPhone SE and Pro Max; fix insets |
268| Are all touch targets at least 44 x 44pt? | Mis-taps and accessibility failures | Increase tap areas; `.frame(minWidth: 44, minHeight: 44)` |
269| Does the app work fully in Dark Mode? | Broken/unreadable UI for Dark Mode users | Replace hardcoded colors with semantic system colors |
270| Does text scale properly with Dynamic Type? | Excludes low-vision users | Use semantic text styles; test at largest setting |
271| Can a VoiceOver user complete every task? | App inaccessible to blind users | Add labels, values, hints to all interactive elements |
272| Are navigation patterns native iOS? | App feels foreign | Replace hamburger menus with tab bars; standard push/modal navigation |
273 
274## Beyond Core UI
275 
276The eight framework sections above each link their deep-dive reference inline at the point of need. Three further references cover system surfaces that sit outside the on-screen UI:
277 
278- See [references/privacy-permissions.md](references/privacy-permissions.md) when the app requests camera, location, contacts, or any protected resource---request timing, pre-permission priming screens, usage-string wording, and the denied-permission recovery path.
279- See [references/widgets-extensions.md](references/widgets-extensions.md) when building a Home Screen widget, App Clip, Live Activity, or share/action extension---supported sizes and per-surface design constraints.
280- See [references/system-integration.md](references/system-integration.md) when wiring the app into the OS---Siri/Shortcuts intents, Handoff, drag-and-drop, universal links, and Spotlight indexing.
281 
282## Further Reading
283 
284For the complete guidelines, platform-specific guidance, and latest updates:
285 
286- [Apple Human Interface Guidelines](https://developer.apple.com/design/human-interface-guidelines/) --- the definitive reference for all Apple platforms
287- [SF Symbols](https://developer.apple.com/sf-symbols/) --- Apple's icon system, 5,000+ configurable symbols
288- [Apple Design Resources](https://developer.apple.com/design/resources/) --- official Figma/Sketch templates and UI kits
289- [WWDC Design Sessions](https://developer.apple.com/videos/design/) --- videos on design principles and new features
290- *"Designed by Apple in California"* --- photo book of Apple's design process (out of print; Apple no longer sells it)
291- *"The Design of Everyday Things"* by Don Norman --- the human-centered design text that influenced Apple
292- *"Universal Principles of Design"* by William Lidwell, Kritina Holden, and Jill Butler --- 125 principles applicable to iOS
293 
294## About the Author
295 
296The **Apple Human Interface Guidelines** are written and maintained by Apple's Human Interface Design team, one of the most influential design organizations in technology. First published in 1984 alongside the original Macintosh, the HIG established principles---direct manipulation, consistency, user control---that defined graphical interface design and have evolved through iPhone, iPad, Apple Watch, and Vision Pro. It remains freely available at developer.apple.com as the essential reference for Apple platforms.
297 
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