Skill

Generate Apple HIG Input Guidelines

Apple HIG guidance across every input modality - gestures, Pencil, keyboard, game controllers, eyes, Digital Crown.

Works with github

90
Spark score
out of 100
Updated 19 days ago
Version 14.2.0
Models
claude

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Why it matters

Leverage Apple's Human Interface Guidelines to design intuitive and accessible input experiences across various platforms and devices. This skill ensures consistency and optimal user interaction by considering touch, pointer, keyboard, and specialized inputs.

Outcomes

What it gets done

01

Generate input method recommendations tailored to specific platforms (iPadOS, macOS, watchOS, visionOS).

02

Define gesture specifications for standard and custom interactions, ensuring discoverability and consistency.

03

Recommend keyboard shortcuts and navigation patterns aligned with Apple's system conventions.

04

Outline accessibility input alternatives for users with diverse needs.

Install

Add it to your toolbox

Run in your project directory:

curl -fsSL https://spark.entire.vc/get/ag-hig-inputs | bash

Overview

Apple HIG: Inputs

Apple HIG guidance across every input modality - touch gestures, Apple Pencil, keyboard, game controllers, pointer/trackpad, Digital Crown, eye/spatial input, Focus system, remotes, and motion sensors. Use when designing input handling for gestures, Apple Pencil, keyboard, controllers, Digital Crown, eye tracking, or remotes on any Apple platform.

What it does

Apple HIG: Inputs covers Apple Human Interface Guidelines for every input modality - touch, pointer, keyboard, Apple Pencil, voice, eyes, hands, and game controllers - across fifteen principles. General guidance: support the multiple input methods available on each platform, such as touch and pointer on iPadOS or pointer and keyboard on macOS, with consistent visible, audible, or haptic feedback for every input action. Gesture guidance: keep standard gestures (tap, swipe, pinch, long press, drag) behaving consistently and never override system gestures like edge-swipe-for-back; use Apple's built-in recognizers for their edge-case and accessibility handling, and make any custom gesture discoverable via hints or coaching. Apple Pencil guidance covers precision drawing, markup, and selection with pressure, tilt, and hover support, distinguishing finger-pan from Pencil-draw where appropriate, and supporting Scribble handwriting-to-text in any text field. Keyboard guidance covers standard shortcuts (Cmd+C/V/Z) plus custom shortcuts visible in the iPadOS Command-key overlay, logical tab order, and layout adjustment via keyboard-avoidance APIs when the software keyboard appears. Game controller guidance calls for MFi controller support mapped to the extended gamepad profile with sensible, remappable defaults, always paired with a touch or keyboard fallback. Pointer/trackpad guidance covers native hover effects, pointer-shape adaptation, and standard trackpad gestures such as two-finger scroll, pinch, and swipe. The Digital Crown is watchOS's primary scrolling and value-adjustment input, with haptic feedback at detents. visionOS eye and spatial input needs generous hit targets since eye tracking is less precise than touch, should avoid sustained-gaze activation, and should support direct hand manipulation in immersive experiences. The tvOS/visionOS Focus System requires predictable focus movement, every interactive element being focusable, clear visual indicators (scale, highlight, elevation), and logical focus groups. Siri Remote interactions must stay simple given its limited touch/clickpad/button surface. Motion sensors and UWB nearby-interaction should be used judiciously - suited to gaming, fitness, and AR, never essential tasks - with calibration/reset support and visual or haptic distance/direction cues for UWB.

When to use - and when NOT to

Use this skill when designing input handling for any Apple platform: gestures, Apple Pencil, keyboard, game controllers, pointer/trackpad, Digital Crown, eye/spatial input, the Focus system, remotes, or motion sensors.

Inputs and outputs

Given an input-design question, the skill first checks .claude/apple-design-context.md for existing context, then asks which platforms and input devices are targeted, whether the app is productivity or casual, whether custom gestures are planned, and whether game controller support is needed. Output is a four-part recommendation: input methods by platform and how they interact, a gesture specification table of standard and custom gestures with expected behaviors, keyboard shortcut recommendations following system conventions, and accessibility input alternatives for VoiceOver and Switch Control. Thirteen linked reference files back each modality in depth, from gestures.md and apple-pencil-and-scribble.md through digital-crown.md, focus-and-selection.md, and camera-control.md for the iPhone's hardware Camera Control button.

Integrations

Related skills: hig-components-status for input-responsive progress indicators like pull-to-refresh, hig-components-system for system-experience input constraints, and hig-technologies for VoiceOver, Siri voice input, and ARKit spatial gesture context. Built by Raintree Technology.

Who it's for

Designers and developers implementing input handling across Apple platforms who need HIG-grounded guidance per input modality and platform, including accessibility alternatives, rather than assuming one input model fits every device.

FAQ

Common questions

Discussion

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