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Apple Design Guidelines Overview + Full Library Reverse Lookup Map (HIG Navigation Core)

The entry wiki for the Chinese-English bilingual notes on the Apple Human Interface Guidelines (HIG). It explains the 4 categories of tags in Apple design (philosophy/concept/principle/strategy) + the three-dimensional methodology of atomic design, multi-platform, and hierarchy model + a quick reference for device characteristics and design tradeoffs across the 7 major platforms (iOS/iPadOS/macOS/watchOS/tvOS/visionOS/games) + a reverse lookup map for all 14 apple-hig-* wikis (which wiki to check when you want to look up X). Start here to locate information for any Apple design question.

Source collection:Apple Design Guidelines · Published here:2026-09-26 · Note updated:2026-06-02

Apple HIGDesign specificationsPlatform design

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