KNOWLEDGE NOTES

Knowledge Notes

Explore curated knowledge, course notes and methods, with their existing content and sources preserved.

This index lists complete English editions. Additional Chinese notes and bilingual updates remain available in the Chinese index.

350knowledge notes
Product Design & UX / Apple Design Guidelines

Apple HIG Design Principles and Mindsets (12 Core Principles / Fluid Interfaces / Intentional Design / Multisensory / ML Experiences)

The most 'methodology-focused' layer of Apple's design system — it does not talk about which component to use, but about why. Design philosophy (why Human Interface is called Human · design serves people · 6 qualities of great design) + 12 core design principles (Wayfinding / Feedback / Visibility / Consistency / Mental Model / Proximity / Grouping / Mapping / Affordance / Progressive Disclosure / 80-20 / Symmetry) + 5 elements of Intentional Design (radical simplification / deep understanding / extreme focus / personal connection / direct communication) + Fluid Interfaces (dynamic motion vs timed animation · elastic physics · projected momentum · 6 sub-principles) + complete workflow from concept to interface (structure → navigation → content → visuals, with a vinyl record App hands-on example) + multisensory design (sound design · 3 haptic principles · transient/continuous · technical constraints) + multilingual, intelligence and ML experiences (data/metrics · system intelligence journey) + 60-minute rapid prototyping.

Apple HIGDesign principlesHuman-Computer InteractionEnglish edition
Product Design & UX / Apple Design Guidelines

History of Apple HIG Design: Origins of the 1987/1992 Desktop GUI Specifications (10 → 12 Human Interface Principles)

The source of the modern Apple HIG and even the entire field of graphical interface design — two historic classic PDFs. The 1987 *Apple Human Interface Guidelines: The Apple Desktop Interface* (164 pages, the first official HIG) put forward 10 human interface principles; the 1992 *Macintosh Human Interface Guidelines* (418 pages, complete 11-chapter edition) expanded them to 12. The 12 principles: Metaphors / Direct Manipulation / See-and-Point (noun-then-verb) / Consistency / WYSIWYG / User Control / Feedback and Dialog / Forgiveness / Perceived Stability / Aesthetic Integrity / Modelessness / Knowledge of Your Audience. Plus principles of graphic communication (visual consistency / simplicity / clarity). Bilingual. These principles established in 1987 remain the root of [[apple-hig-design-principles]] today.

Design historyApple HIGHuman-Computer InteractionEnglish edition
Product Design & UX / NNGroup User Experience

NNGroup Human-Computer Interaction HCI (Motor Laws Fitts/Steering · Touch Target 1cm · State Switching/Feedback · Tutorials vs Contextual Help · Task Analysis/Data Tables · Smart Home/AI Trust · Virtual Queues · AR Calibration)

16 curated articles from the Nielsen Norman Group Human-Computer Interaction (HCI) knowledge base. Coverage spans three major sections: ① Hard laws of motor control and cognition — Fitts's Law (time to reach a target T depends on distance D and target width W; larger targets are faster · screen edges = infinite targets · padded targets · Woodworth two-phase movement model · distance comparison of linear vs rectangular vs pie menus · place buttons close to the prior action), Accot-Zhai Steering Law (movement time within a bounded path T=a+b·A/W; narrower and longer paths are harder · L-shaped corridors in hierarchical menus · vector triangle buffer zones · Mega Menus · forgiving paths), Touch Targets (minimum 1cm×1cm / 0.4in · average finger width 1.6–2cm · thumb 2.5cm · spacing to prevent accidental taps · View-Tap Asymmetry · use larger 2cm targets for children/older adults/one-handed use), design process (Iterative design +38% per round · Parallel design merge +70%, then iterate for 152% · Competitive testing). ② Interaction patterns and interfaces — State-Switch controls (dual control: state indicator + toggle button vs single control · Mute button counterexample WebEx · positive example Zoom), Tutorials vs Contextual Help (push vs pull · short-term memory load · progressive disclosure), Task Analysis (task vs goal · contextual inquiry · HTA hierarchical task analysis diagram · GOMS · cognitive complexity), four core Data Tables tasks (lookup/compare/edit single row/batch operations · freeze header and first column · zebra striping · in-place editing vs non-modal side panel). ③ Smart homes and new scenarios — 7 best practices for smart devices, 5 guidelines for onboarding and connection, 5 motivations for smart homes (convenience/peace of mind/saving money/useful data/ambience), 3 user types (Managers/Everyday Users/Restricted Users) + Zone×Role dual axis · agentic execution · invisibility of automation · ability to degrade to Dumb Work, 7 principles of smart notifications (timely/relevant/specific/intensity/frequency/channel/adjustable) × 3 types (Reactive/Proactive/Optimization), Smarts over Sentience (warm AI increases error rate by 10–30% · RAG), 13 practices for Virtual Queues, 10 guidelines for AR calibration. Audience = product managers; terms explained in-line, decision-oriented (when to use/how to choose/counterexamples).

Human-Computer InteractionInteraction PrinciplesSystem feedbackEnglish edition