hig-platforms

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Original

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Translation

Chinese

Apple HIG: Platform Design

Apple HIG:平台设计

Check for
.claude/apple-design-context.md
before asking questions. Use existing context and only ask for information not already covered.
在提问前请先查看
.claude/apple-design-context.md
。请基于现有上下文进行提问,仅询问未涵盖的信息。

Key Principles

核心原则

  1. Each platform has a distinct identity. Do not port designs between platforms. Respect each platform's conventions, interaction models, and user expectations.
  2. iOS: touch-first. Direct manipulation on a handheld screen. Optimize for one-handed use. Navigation uses tab bars and push/pop stacks.
  3. iPadOS: expanded canvas. Support Split View, Slide Over, and Stage Manager. Use sidebars and multi-column layouts. Support pointer and keyboard alongside touch.
  4. macOS: pointer and keyboard. Dense information display is acceptable. Use menu bars, toolbars, and keyboard shortcuts extensively. Windows are resizable with precise control.
  5. tvOS: remote and focus. Viewed from a distance. Design for the Siri Remote with focus-based navigation. Large text, simple layouts, linear navigation.
  6. visionOS: spatial interaction. 3D environment using windows, volumes, and spaces. Eye tracking for targeting, indirect gestures for interaction. Respect ergonomic comfort zones.
  7. watchOS: glanceable and brief. Information consumable at a glance. Brief interactions. Digital Crown, haptics, and complications for timely content.
  8. Games: own paradigm. Free to define in-game interaction models, but still respect platform conventions for system interactions (notifications, accessibility, controllers).
  1. 每个平台都有独特的定位。不要在平台间直接移植设计。尊重每个平台的规范、交互模型和用户预期。
  2. iOS:触控优先。在手持屏幕上实现直接操作。针对单手使用进行优化。导航采用标签栏和推入/弹出栈结构。
  3. iPadOS:拓展画布。支持分屏浏览(Split View)、侧滑显示(Slide Over)和台前调度(Stage Manager)。使用侧边栏和多列布局。除触控外,同时支持指针和键盘操作。
  4. macOS:指针与键盘。允许密集的信息展示。广泛使用菜单栏、工具栏和键盘快捷键。窗口可调整大小,支持精准控制。
  5. tvOS:遥控器与焦点。远距离观看场景。针对Siri Remote设计基于焦点的导航。采用大字体、简洁布局和线性导航。
  6. visionOS:空间交互。采用窗口、立体空间(volumes)和空间(spaces)的3D环境。通过眼动追踪进行目标定位,间接手势实现交互。符合人体工学舒适区域设计。
  7. watchOS:一瞥即得、简洁高效。信息可快速浏览。交互简洁。使用数码表冠(Digital Crown)、触觉反馈(haptics)和复杂功能(complications)展示及时内容。
  8. 游戏:独立范式。可自由定义游戏内交互模型,但仍需遵守平台的系统交互规范(通知、无障碍、控制器)。

Reference Index

参考索引

ReferenceTopicKey content
designing-for-ios.mdiOSTouch, tab bars, navigation stacks, gestures, screen sizes, safe areas
designing-for-ipados.mdiPadOSMultitasking, sidebars, pointer, keyboard, Apple Pencil, Stage Manager
designing-for-macos.mdmacOSMenu bars, toolbars, window management, keyboard shortcuts, dense layouts, Dock
designing-for-tvos.mdtvOSFocus engine, Siri Remote, lean-back experience, content-forward, parallax
designing-for-visionos.mdvisionOSSpatial computing, windows/volumes/spaces, eye tracking, hand gestures, depth
designing-for-watchos.mdwatchOSGlanceable UI, Digital Crown, complications, notifications, haptics
designing-for-games.mdGamesControllers, immersive experiences, platform-specific conventions, accessibility
参考链接主题核心内容
designing-for-ios.mdiOS触控、标签栏、导航栈、手势、屏幕尺寸、安全区域
designing-for-ipados.mdiPadOS多任务处理、侧边栏、指针、键盘、Apple Pencil、台前调度
designing-for-macos.mdmacOS菜单栏、工具栏、窗口管理、键盘快捷键、密集布局、程序坞(Dock)
designing-for-tvos.mdtvOS焦点引擎、Siri Remote、休闲体验、内容优先、视差效果
designing-for-visionos.mdvisionOS空间计算、窗口/立体空间/空间、眼动追踪、手势、深度
designing-for-watchos.mdwatchOS一瞥即得UI、数码表冠、复杂功能、通知、触觉反馈
designing-for-games.md游戏控制器、沉浸式体验、平台专属规范、无障碍

Decision Framework

决策框架

  1. Identify the primary use context. On the go (iOS/watchOS), at a desk (macOS), on the couch (tvOS), spatial environment (visionOS)?
  2. Match input to interaction. Touch for direct manipulation, pointer for precision, gaze+gesture for spatial, Digital Crown for quick scrolling, remote for focus navigation.
  3. Adapt, don't replicate. A macOS sidebar becomes a tab bar on iPhone. A visionOS volume has no equivalent on watchOS. Translate intent, not implementation.
  4. Leverage platform strengths. Live Activities on iOS, Desktop Widgets on macOS, complications on watchOS, immersive spaces on visionOS.
  5. Maintain brand consistency while respecting each platform's visual language and interaction patterns.
  1. 确定主要使用场景:移动场景(iOS/watchOS)、桌面场景(macOS)、客厅场景(tvOS)、空间环境(visionOS)?
  2. 匹配输入与交互:触控用于直接操作,指针用于精准控制,凝视+手势用于空间交互,数码表冠用于快速滚动,遥控器用于焦点导航。
  3. 适配而非复制:macOS的侧边栏在iPhone上变为标签栏。visionOS的立体空间在watchOS上没有对应形式。转换设计意图,而非直接复制实现方式。
  4. 利用平台优势:iOS的Live Activities、macOS的桌面小组件、watchOS的复杂功能、visionOS的沉浸式空间。
  5. 保持品牌一致性,同时尊重各平台的视觉语言和交互模式。

Output Format

输出格式

  1. Platform-specific recommendations citing relevant HIG sections.
  2. Platform differences table comparing navigation, input, layout, and conventions.
  3. Implementation notes per platform including recommended APIs and adaptation strategies.
  1. 平台专属建议,引用相关HIG章节。
  2. 平台差异对比表,比较导航、输入、布局和规范。
  3. 各平台实现说明,包括推荐API和适配策略。

Questions to Ask

需询问的问题

  1. Which platforms are you targeting?
  2. New app or adapting an existing one? If existing, which platform is the base?
  3. SwiftUI or UIKit/AppKit?
  4. Need to support older OS versions?
  5. Primary use context? (On the go, desk, couch, spatial, glanceable?)
  1. 你针对哪些平台进行开发?
  2. 是新应用还是适配现有应用?如果是现有应用,基础平台是哪个?
  3. 使用SwiftUI还是UIKit/AppKit?
  4. 是否需要支持旧版系统?
  5. 主要使用场景是什么?(移动、桌面、客厅、空间、一瞥即得?)

Related Skills

相关Skill

  • hig-foundations -- Shared principles (color, typography, accessibility, layout) across platforms
  • hig-patterns -- Interaction patterns that manifest differently per platform
  • hig-components-layout -- Navigation structures (tab bars, sidebars, split views) that vary by platform
  • hig-components-content -- Content display that adapts across platforms

  • hig-foundations -- 跨平台通用设计原则(色彩、排版、无障碍、布局)
  • hig-patterns -- 各平台表现不同的交互模式
  • hig-components-layout -- 因平台而异的导航结构(标签栏、侧边栏、分屏视图)
  • hig-components-content -- 可跨平台适配的内容展示