This is organized by Will Apple Human Interface Guidelines (HIG) Chinese-English bilingual notes entry point. The original materials consist of over 135 articles covering all platforms, reorganized in this library into 14 topic wikis.When you encounter any Apple design question, first locate which wiki to read here, instead of flipping through the original documents from the beginning.
1. Apple divides "design knowledge" into 4 categories of tags (check which category an article belongs to before reading it)
Apple's design documents are not flat; every article implicitly carries a "hierarchy". Once you understand these 4 categories, you will know whether an article is a "belief" or an "operation manual":
| Tag | English | What it is | Analogy |
|---|---|---|---|
| Design Philosophy | Philosophy | The overarching belief, the values that guide the entire design process | A company's "mission and vision" |
| Design Concept | Concept | The core creative idea for a specific project, defining the theme and direction | A product's "one-sentence positioning" |
| Design Principles | Principles | Basic rules that guide specific decisions and ensure consistency | A "red-line checklist" — following it will not lead you wrong |
| Design Strategy | Strategy | The overall plan and path to achieve goals | "Game plan" — how to deploy resources and arrange tactics |
How to use: When you see an article tagged "Principles", it provides rules you can directly copy and follow (e.g., "button tap area ≥ 44×44pt"); when you see one tagged "Strategy", it provides a thinking framework (e.g., "how to optimize the first-launch experience"), which you need to judge against your own product.
2. Three-Dimensional Methodology (the skeleton of Apple's design system)
Apple builds its entire design system on three dimensions. Once you understand these three dimensions, the scattered guidelines will connect into a tree:
mindmap
root((Apple 设计体系))
原子设计方法论
基础原子(颜色/字体/图标/材质)
组件(按钮/列表/菜单)
模式(引导/搜索/反馈)
多平台设计
iOS / iPadOS / macOS
watchOS / tvOS
visionOS / CarPlay
设计层次模型
理念 Philosophy
概念 Concept
原则 Principles
策略 Strategy
· Atomic Design (Atomic Design): Starting from the smallest "atoms" (colors, fonts, a single icon) → combined into "components" (buttons, lists) → then composed into "patterns" (a complete onboarding flow). Wiki #2 Foundations (atoms), #4 Components (components), and #5 Patterns (patterns) in this library correspond exactly to these three layers. · Multi-platform: The same set of design languages needs to land on 7 types of screens (from the watch on the wrist to the infinite space of visionOS), and the device characteristics of each platform force different tradeoffs — see the next section. · Hierarchy Model: That is the 4 categories of tags described above.
3. Quick Reference for 7 Major Platforms (recognize which screen you are designing for before starting)
The "device characteristics" of each platform directly determine design tradeoffs. This is a decision table distilled from the 7 "Designing for X" articles — when you receive a requirement for a platform, first scan this table to align your mental model:
| Platform | Screen · Distance | Primary Input Method | Interaction Duration Characteristics | Top Design Priority |
|---|---|---|---|---|
| iOS(iPhone) | Medium screen · 1–2 feet | Multi-touch / virtual keyboard / voice | Fragmented, frequent app switching | Focus on the main task, place controls in the middle-lower part of the screen (within reach) |
| iPadOS | Large screen · ≤3 feet | Touch + keyboard + Pencil + mouse (mixed use) | Short tasks and deep creation coexist, multi-app parallelism | Use the large screen to highlight content, support multiple inputs and drag-and-drop |
| macOS | Large screen · 1–3 feet | Keyboard + mouse/trackpad (high precision) | Long hours of deep work, multiple windows | Flexible window management, menu bar houses all commands, keyboard shortcuts |
| watchOS | Micro screen (on wrist) · <1 foot | Digital Crown + gestures + action button | Multiple times a day, each time <1 minute | Single-screen interaction, minimize hierarchy, prioritize complications (watch faces) over opening apps |
| tvOS | Extra-large screen · ≥8 feet | Siri Remote + game controller + voice | Long-term immersion, long-distance viewing | Focus system (highlight and magnify the current item), edge-to-edge exquisite visuals |
| visionOS(Vision Pro) | Infinite 3D space | Eye gaze + indirect gestures | Switchable between shared space / full space | Visual comfort first, place content at the center of the field of view, prioritize indirect gestures |
| games | Cross-platform | Default input of each platform + game controller | Immersion | Enter the game in seconds (play while downloading), teach through gameplay (no text tutorials) |
Universal iron rules across platforms (emphasized in all 7 articles):
· Seamlessly adapt to appearance changes — Must support Dark Mode, Dynamic Type, and device rotation.Do not implement a separate appearance switch inside the app (it adds burden and makes users think the app does not respond to system settings). · Integrate platform features — Reuse system capabilities (widgets, Shortcuts, biometrics, location) under authorization, do not ask users to re-enter data that the system already has. · Ergonomics determine control placement — For the same "primary action button", place it at the bottom on iPhone (within thumb reach), on the toolbar on Mac, and trigger it via the action button on watch.
4. Full Library Reverse Lookup Map (I want to look up X → which wiki to read)
Correspondence between the 14 wikis in this library and the original document folders.This is the section you will use most often:
| I want to look up… | Read this wiki |
|---|---|
| Colors / typography / layout / materials / motion / dark mode / icons / SF Symbols / branding | apple-hig-foundations(Visual Foundations) |
| Accessibility / inclusivity / privacy / writing / right-to-left (RTL) | apple-hig-accessibility(a11y and Ethics) |
| How to use a specific component (buttons/menus/lists/popovers/tab bars/pickers… 71 in total) | apple-hig-components(Component Decision Manual) |
| A complete set of interaction flows (onboarding/search/feedback/loading/drag-and-drop/modals/notifications…) | apple-hig-patterns(Interaction Patterns) |
| Input methods (touch/keyboard/pointer/Pencil/Crown/eye tracking/gestures) | apple-hig-inputs(Input Sources) |
| Design principles and mental models (mental models/progressive disclosure/fluid interfaces/12 principles) | apple-hig-design-principles |
| iOS 26 new visual language Liquid Glass / typography / SF Symbols deep dive | apple-hig-liquid-glass |
| iPad/Mac differences / cursor / sidebar navigation / charts / Live Activities / Shortcuts | apple-hig-ipad-mac |
| visionOS spatial computing (immersion/eye tracking/realism/comfort) | apple-hig-visionos |
| watchOS / tvOS / CarPlay / game design | apple-hig-watch-tv-carplay-game |
| Technical capability integration (Apple Pay/HealthKit/HomeKit/Sign in/Siri/AI…) | apple-hig-technologies |
| Apple News rich-scenario UI / keynote design language analysis | apple-news-editorial |
| Design history: origins of the early desktop GUI guidelines in 1987/1992 | apple-hig-history-1987-1992 |
| How the full library is organized / where a topic is located | This wiki (overview) |
Original document location: All files are in
sources/reference/apple-design/, retaining the original Notion folder structure. Attached images (3443 in total) and demo videos (867 in total) are stored locally and not committed to git — open the original documents in Obsidian to view images and videos; only the.md text is visible on GitHub.
5. Getting Started: Core Tradeoffs of the 7 "Designing for X" Articles (key excerpts from the originals)
Below is the "single most memorable sentence" for each of the 7 platform introductory articles, for quick recall. For detailed guidelines, go to the respective platform wikis:
| Platform | One-sentence tradeoff | Most common pitfall |
|---|---|---|
| iOS | Reduce the number of on-screen controls, make secondary actions "discoverable with minimal interaction" | Piling controls at the top (out of thumb reach) |
| iPadOS | Use the large screen to highlight content, reduce modals and full-screen transitions; support multi-input combinations | Treating it as a scaled-up iPhone |
| macOS | The menu bar is the central entry point for commands; support pure-keyboard workflows and personalization | Placing important controls at the bottom of the window (easily obscured) |
| watchOS | Complications and notifications are more important than "opening the app" | Building deep navigation hierarchies |
| tvOS | Make good use of the focus system; content must be clearly readable from any corner of the room | Using color alone to indicate focus (should use zoom + motion) |
| visionOS | Full immersion is not required at every moment; use windowed experiences for standard tasks | Fixing content above the head (causes discomfort) |
| games | Let users play as soon as possible after installation (download additional content in the background), teach through gameplay | Using text tutorials, shoving a pile of settings at the start |
· Minimum font size for each platform (accessibility baseline): Recommended minimum body text size is 17pt for iOS/iPadOS, 19pt for macOS, 23pt for iPad, 11pt for visionOS/watchOS; minimum in-game text: iOS 11pt / macOS 10pt / tvOS 23pt. · Minimum tap target size for each platform: iOS 44×44pt (visionOS 60×60pt); minimum game button size: iOS 28×28 / macOS 20×20 / tvOS 56×56pt.
This wiki is the navigation entry for the Apple HIG Chinese-English bilingual notes library. Original materials = Will's Design Notes / Apple Design (exported from Notion), archived at sources/reference/apple-design/.
Sources and related materials
- Apple HIG Visual Foundations (colors/typography/layout/materials/motion/dark mode/icons/SF Symbols/branding)
- Apple HIG Accessibility and Ethics (nine principles/inclusivity/privacy/writing/RTL)
- Apple HIG Design History: Origins of the 1987/1992 Desktop GUI Guidelines (10→12 Human Interface Principles)