Apple Design Skill
Apple Design Philosophy
Apple design centers on three pillars:
- Clarity — Text is legible, icons precise, adornments subtle. Functionality motivates design.
- Deference — UI helps people understand and interact with content, never competes with it.
- Depth — Visual layers and realistic motion convey hierarchy and facilitate understanding.
Starting with iOS 26 / macOS Tahoe (2025), Liquid Glass is the unified design language across all Apple platforms — a translucent, dynamic material that refracts/reflects content behind it.
When to Reference Which File
| Need | File |
|---|---|
| Color, typography, layout, icons, accessibility | references/hig-foundations.md |
| Navigation, modality, search, settings, onboarding | references/hig-patterns.md |
| Buttons, lists, forms, sheets, alerts, pickers | references/hig-components.md |
Liquid Glass material, .glassEffect(), migration |
references/liquid-glass.md |
| SF Symbols usage, rendering modes, animations | references/sf-symbols.md |
| App icon design, Icon Composer, multi-layer icons | references/icon-design.md |
| iOS vs macOS vs watchOS vs visionOS vs tvOS | references/platform-specific.md |
Core Principles Checklist
- Use system fonts (SF Pro) with Dynamic Type text styles
- Minimum touch target: 44×44 pt
- Minimum text size: 11 pt
- Support Dark Mode with semantic/system colors
- Provide @2x and @3x image assets
- Support Dynamic Type (all accessibility sizes)
- Use SF Symbols instead of custom icons where possible
- Adopt Liquid Glass for navigation/control layers (iOS 26+)
- Keep content as the hero — controls defer to content
- Use standard navigation patterns (NavigationStack, TabView)
- Test with accessibility settings (VoiceOver, Reduce Motion, Increase Contrast, Reduce Transparency)
- Multi-layer app icons via Icon Composer
- Respect safe areas and layout margins
Common Mistakes to Avoid
- Applying Liquid Glass to content — Glass is ONLY for the navigation/control layer, never for content (lists, tables, media)
- Custom backgrounds on sheets — iOS 26 sheets auto-apply glass; remove
.presentationBackground()overrides - Multiple glass elements without
GlassEffectContainer— Causes inefficient rendering and inconsistent sampling - Flat app icons — iOS 26 requires multi-layer icons; flat icons look outdated
- Ignoring Dynamic Type — Hard-coding font sizes breaks accessibility
- Using non-system colors without dark mode variants — Always define both light and dark appearances
- Tap targets below 44pt — Causes frustration and accessibility failures
- Overusing color/tint — Use tint sparingly for semantic meaning, not decoration
- Custom navigation patterns — Use system NavigationStack/TabView; users expect standard gestures
- Not testing Reduce Transparency — Liquid Glass must remain legible with reduced transparency enabled
- Ignoring platform differences — macOS needs menu bar support, keyboard shortcuts; watchOS needs glanceable UI
- Using raster images where SF Symbols exist — Symbols scale, adapt to weight/size, and support accessibility automatically