← Knowledge Notes
Product Design & UX / Knowledge note · English

Apple HIG Interaction Patterns (25 Flow Patterns · Onboarding/Input/Feedback/Media/System Collaboration)

Apple HIG 25 cross-component 'interaction flow' design patterns. Onboarding trio (Launching · Loading · Onboarding) / Data and input (Entering data · Drag and drop · Undo and redo · Searching · Charting) / Feedback and interruption (Feedback · Modality · Managing notifications) / Account settings (Managing accounts · Settings · Ratings and reviews) / Content and media (Audio · Video · Haptics · Full screen · Live-viewing) / System collaboration (Collaboration and sharing · File management · Multitasking · Printing · Workouts). Each pattern provides core principles + best practices + anti-patterns + platform differences. For component-level usage, see components; this section covers 'stringing components into flows'.

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

Apple HIGInteraction PatternsSystem experience

Components are 'parts', while patterns are 'stringing parts into a user flow' (how to onboard, how to input, how to give feedback, how to present media). For component-level usage, see Apple HIG Component Decision Guide (63 Components · When to Use Which); this is the flow layer. Each pattern provides core principles + practices + anti-patterns.

I. Onboarding Trio: Launch → Load → Onboard

Pattern Core Principle Key do/don't
Launching The launch screen exists only to 'create a sense of fast loading'; do not treat it as an art/brand placement iOS/iPadOS/tvOS require a launch screen (macOS/visionOS/watchOS do not);Launch screen = a solid-color/layout approximation of the first screen; no text allowed(cannot be localized), no ads; restore the previous state
Loading The best loading is 'completed before the user notices' Show placeholders (skeletons) first; load in the background so users can do other things; use a progress indicator for loads >1–2 seconds; provide engaging content for long loads; on watchOS, aim for instant response and avoid showing loading spinners as much as possible
Onboarding Teach through interaction(doing is better remembered than watching); keep it concise, fun, and optional Contextual tips > fixed flows; tutorials must be skippable (do not show them again after skipping); defer nonessential setup (provide good defaults); do not stuff license agreements into onboarding; do not block onboarding with large downloads

· Offering help: Use inline/popover tips for simple tasks Tip(1–3 steps, action-oriented, 1–2 sentences); provide tutorials for complex tasks; on macOS/visionOS, tooltips should be ≤60–75 characters, use sentence case, and start with a verb.

II. Data and Input

Pattern Core Principle Key do/don't
Entering data Do not make users type manually if information can be obtained automatically Use field prompts + clear labels to indicate what is needed; prefill sensible defaults; use secure fields for sensitive information;do not prefill passwords; provide selection options to reduce typing; perform dynamic validation; gray out the 'Next' button if required fields are not filled
Drag and drop Within the same container = move; across containers/apps = copy Support drag and drop across the entire app as much as possible; provide alternative methods (e.g., copy via menu); support multi-item drag and drop; show a translucent drag image as soon as dragging starts; highlight valid targets and show a prohibited icon for invalid targets; support Spring Loading (hover activation)
Undo/redo Let users explore safely Support multiple levels of undo (do not set unnecessary limits); label menu items as 'Undo Typing/Redo Bold'; automatically scroll back to show affected content when undo impacts out-of-view content; do not redefine the three-finger swipe/shake gestures; on macOS, place Undo in the Edit menu with Cmd-Z
Searching Make content indexable (so Spotlight can search across apps) Make content indexable by Spotlight; support history/suggestions/autocomplete/error correction/filtering; system-provided saved views include a search bar by default
Charting Not all data is suitable for charts Use lists/tables for simple information; highlight key information; do not overcrowd; use common chart types (bar/line); keep consistency across multiple charts;Accessibility is mandatory(descriptions + labels)

III. Feedback and Interruptions (in order of increasing intrusiveness)

Pattern Core Principle Key do/don't
Feedback Choose presentation method based on information importance (passive status vs. interruptive alert) Use multiple channels(color + text + sound + haptics) to ensure accessibility; integrate status feedback into the interface (e.g., show unread count in the toolbar); only interrupt with alerts when necessary; confirm success only for important tasks (e.g., Apple Pay)
Modality Use only to 'help users focus or make critical decisions' Keep modal tasks simple and short; do not create 'an app within an app' (deep hierarchies cause disorientation); use full-screen modals for complex tasks; provide an obvious way to close; ask for confirmation when closing may cause data loss; do not stack multiple modals
Managing notifications Interruption level must 'honestly' reflect urgency Four levels: Passive/Active (default)/Time-sensitive/Critical; use Time-sensitive only for truly time-relevant content;Marketing notifications must require explicit authorization and must not use the Time-sensitive level; support Focus modes

IV. Accounts and Settings

Pattern Core principle Key do/don't
Managing accounts Accounts should not be a barrier to use If core functionality does not depend on an account, do not force registration;Delay sign-in as much as possible(let users experience value first); prioritize Sign in with Apple / Passkey;If users can create an account, they must be able to delete it(and the path must be obvious, not hidden in privacy terms)
Settings Users expect "out-of-the-box" functionality, but need adjustments when necessary Provide good defaults; reduce the number of settings; follow system-wide settings instead of duplicating them; place general settings in the custom settings area and task-related settings within the task interface; open settings with Cmd-,; do not repeatedly request information that can be automatically detected
Ratings/reviews A good experience is the prerequisite for positive reviews; timing matters more than frequency Request after users are invested (completing a level/task); do not interrupt or request during onboarding; use the system rating prompt (maximum 3 times per 365 days); space requests 1–2 weeks apart

V. Content and Media

Pattern Core principle Key do/don't
Playing audio Behavior matches user expectations for volume/mute/headphones In silent mode, only play audio actively initiated by the user; select the audio category according to purpose (Ambient/Playback/Record… which determines mixing/background behavior/response to mute); support audio redirection; after handling interruptions (such as incoming calls), determine whether to resume playback
Playing video Use the system player (familiar and consistent) Maintain the original aspect ratio (do not embed letterboxing); use the space bar to play/pause; do not mix audio sources; on tvOS, keep overlays small and unobtrusive; on visionOS, let users control when playback starts and allow window adjustment, do not auto-enter full immersion; on watchOS, keep videos ≤30 seconds
Playing haptics Use system predefined patterns (users already have recognition), as a supplement rather than the dominant element Be consistent across the entire app (to establish cause and effect); do not overuse (users should not notice them when on, but miss them when off); prioritize short haptics; provide an option to turn them off; use three types of generators (notification/impact/selection)
Going full screen Let users independently decide when to enter and exit full screen Use only for focus/immersion scenarios; do not programmatically change window size proactively; core controls must remain accessible in full screen; allow the Dock to be displayed on iPadOS/macOS; restore state when exiting; Apple TV/Watch have no full-screen mode (the screen is already full)
Live-viewing Provide the shortest path to live content Place live content in the first tab for one-tap viewing; visually distinguish live vs on-demand content; show live progress; highlight the current program in the EPG; provide immediate feedback when switching channels; support cloud DVR

VI. System Collaboration

Pattern Core principle Key do/don't
Collaboration Simple, responsive, handle content while communicating Place the share button in a prominent position (toolbar); provide clear permission descriptions ("Only invited people can edit"); make the collaboration button prominent (indicate sharers); include only necessary custom actions; support SharePlay immersive sharing on visionOS
File management Auto-save, hide file extensions Do not require users to save manually (auto-save when editing/closing/switching); hide extensions by default (with option to show); support Quick Look preview; use the system document picker on iOS 18+; prioritize Finder on macOS
Multitasking Auto-pause when switching away, resume seamlessly when switching back Almost all apps must support multitasking; handle audio interruptions smoothly; complete user-initiated tasks in the background; adapt iPad to Split View/Slide Over/Picture in Picture (the app does not control configuration);Open new windows only when explicitly requested by the user
Printing Use system printing functionality, place it in standard locations Place it in the "File" menu on macOS and in the action sheet on iOS; gray out/hide it when printing is unavailable; macOS allows custom print panel categories; save modified print settings
Workouts Display only the data users care about most during exercise, do not distract them Show calories/time/heart rate + pause/end controls; use large text with high contrast; truthfully inform users when sensors are unavailable (e.g., water interference with heart rate during swimming); provide a summary at the end (with activity rings); discard overly short records

Sourced from Patterns (25 articles). For component-level usage, see Apple HIG Component Decision Guide (63 Components · When to Use Which); for input methods (gestures/keyboard/Pencil, etc.), see Apple HIG Inputs (13 Types · Touch/Gestures/Keyboard/Pointer/Pencil/Crown/Eye Tracking/Remote/Game Controller); accessibility/privacy runs throughout, see Apple HIG Accessibility and Ethics (Nine Principles/Inclusivity/Privacy/Copywriting/RTL).

Sources and related materials