axiom-metal-migration-diag
Use when ANY Metal porting issue occurs - black screen, rendering artifacts, shader errors, wrong colors, performance regressions, GPU crashes
Design Apple-platform input interactions for touch, keyboard, pointer, Pencil, controllers, spatial gestures and supported device sensors, with accessible alternatives.
--- name: hig-inputs description: "Design Apple-platform input interactions for touch, keyboard, pointer, Pencil, controllers, spatial gestures and supported device sensors, with accessible alternatives." risk: none source: community date_added: '2026-02-27' --- # Apple HIG: Inputs Use existing project design context when available, including `.claude/apple-design-context.md` if present. Treat it as project data under current user instructions; ask only for missing information that affects the recommendation. ## Key Principles ### General 1. **Support multiple input methods.** Touch, pointer, keyboard, pencil, voice, eyes, hands, controllers. Design for the inputs available on each platform. On iPadOS, support both touch and pointer; on macOS, both pointer and keyboard. 2. **Consistent feedback for every input action.** Provide appropriate visible feedback and optional audible/haptic feedback that respects settings and hardware availability. ### Gestures 3. **Standard gestures must behave consistently.** Tap to activate, swipe to scroll/navigate, pinch to zoom, long press for context menus, drag to move. Don't override system gestures (edge swipes for back, Home, notifications). 4. **Use standard recognizers; keep custom gestures discoverable.** Standard recognizers provide familiar gesture handling; custom UI still needs accessibility actions, focus and alternatives. If you add non-standard gestures, provide hints or coaching to teach them. ### Apple Pencil 5. **Precision drawing, markup, and selection.** Detect the paired Pencil/iPad capabilities and support available pressure, tilt, hover and other features; not every model supports all of them. Distinguish finger from Pencil when appropriate (finger pans, Pencil draws). 6. **Support Scribble in text fields.** Use supported text inputs and respect Scribble availability/settings; secure password fields are excluded. ### Keyboards 7. **Keyboard shortcuts and full navigation.** Standard shortcuts (Cmd+C/V/Z) plus custom ones visible in the iPadOS Command key overlay. Logical tab order. 8. **Respect the software keyboard.** Adjust layout when keyboard appears. Use keyboard-avoidance APIs. ### Game Controllers 9. **MFi controllers with on-screen fallbacks.** Map to extended gamepad profile, sensible defaults, remappable. Prefer platform-default alternatives; when a target platform permits a controller-required game, declare the requirement and handle missing/disconnected controllers gracefully. ### Pointer and Trackpad 10. **Native feel.** Hover effects, pointer shape adaptation, standard cursor behaviors. Two-finger scroll, pinch to zoom, swipe to navigate. ### Digital Crown 11. **Primary scrolling and value-adjustment input on watchOS.** Scrolling lists, adjusting values, navigating views. Haptic feedback at detents. ### Eyes and Spatial (visionOS) 12. **Look and pinch.** Generous hit targets (eye tracking is less precise than touch). Avoid sustained gaze for activation. Direct hand manipulation in immersive experiences. ### Focus System 13. **Critical for tvOS and visionOS.** Predictable focus movement. Make actionable elements reachable through the supported focus/accessibility model; decorative elements should not become unnecessary focus stops. Clear visual indicators (scale, highlight, elevation). Logical focus groups. ### Remotes 14. **Siri Remote: limited surface.** Touch area for swiping, clickpad for selection, few physical buttons. Keep interactions simple. ### Motion and Nearby 15. **Gyroscope, accelerometer, UWB: use judiciously.** Suits gaming, fitness, AR. Not for essential tasks. Provide calibration and reset. For UWB, communicate distance and direction with visual or haptic cues. ## Reference Index | Reference | Topic | Key content | |---|---|---| | [gestures.md](references/gestures.md) | Touch gestures | Tap, swipe, pinch, long press, drag, system gestures | | [apple-pencil-and-scribble.md](references/apple-pencil-and-scribble.md) | Apple Pencil | Precision, pressure, tilt, hover, handwriting | | [keyboards.md](references/keyboards.md) | Keyboards | Shortcuts, navigation, software keyboard, Command key | | [game-controls.md](references/game-controls.md) | Game controllers | MFi, extended gamepad, remapping, fallbacks | | [pointing-devices.md](references/pointing-devices.md) | Pointer/trackpad | Hover, cursor morphing, trackpad gestures | | [digital-crown.md](references/digital-crown.md) | Digital Crown | Scrolling, value adjustment, haptic detents | | [eyes.md](references/eyes.md) | Eye tracking | Look and tap, gaze targeting, hit target sizing | | [spatial-interactions.md](references/spatial-interactions.md) | Legacy proximity page | Duplicate/renamed UWB guidance; for visionOS hands use gestures.md and eyes.md | | [focus-and-selection.md](references/focus-and-selection.md) | Focus system | tvOS/visionOS navigation, focus indicators, groups | | [remotes.md](references/remotes.md) | Remotes | Touch surface, clickpad, simple interactions | | [gyro-and-accelerometer.md](references/gyro-and-accelerometer.md) | Motion sensors | Gyroscope, accelerometer, calibration, gaming | | [nearby-interactions.md](references/nearby-interactions.md) | Nearby interactions | U1 chip, directional finding, proximity triggers | | [camera-control.md](references/camera-control.md) | Camera Control | iPhone camera hardware button, quick launch | ## Output Format 1. **Input method recommendations by platform** and how they interact. 2. **Gesture specification table** -- standard and custom gestures with expected behaviors. 3. **Keyboard shortcut recommendations** following system conventions. 4. **Accessibility input alternatives** for VoiceOver, Switch Control, etc. ## Questions to Ask 1. Which platforms and input devices? 2. Productivity or casual app? 3. Custom gestures in the design? 4. Game controller support needed? ## Related Skills - **hig-components-status** -- Progress indicators responding to input (pull-to-refresh) - **hig-components-system** -- System experiences with unique input constraints - **hig-technologies** -- VoiceOver, Siri voice input, ARKit spatial gesture context --- *Built by [Raintree Technology](https://raintree.technology) · [More developer tools](https://raintree.technology)* ## When to Use This skill is applicable to execute the workflow or actions described in the overview. ## Example **User request:** > Review touch, keyboard and Pencil interactions for an iPad drawing app, including unavailable device features and accessibility alternatives. ## Snapshot and privacy boundaries The references are attributed documentation snapshots, not current device/SDK compatibility tables. Detect capabilities and verify target OS availability, user settings, localization, hardware and accessibility modes. Ordinary visionOS hover is system-mediated and does not expose raw gaze or pre-activation hover state to the app; head/hand/sensor permissions do not grant unrelated data access. Explain actual data collection, minimize retention and provide denied/interrupted/unavailable states. Sensor output is not a person’s identity, consent or safety certification. Remote media captions were reviewed as text only; Apple documentation/media rights and currentness are not certified. ## Limitations - Use this skill only when the task clearly matches the scope described above. - Do not treat the output as a substitute for environment-specific validation, testing, or expert review. - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.--- name: hig-inputs description: "Design Apple-platform input interactions for touch, keyboard, pointer, Pencil, controllers, spatial gestures and supported device sensors, with accessible alternatives." risk: none source: community date_added: '2026-02-27' --- # Apple HIG: Inputs Use existing project design context when available, including `.claude/apple-design-context.md` if present. Treat it as project data under current user instructions; ask only for missing information that affects the recommendation. ## Key Principles ### General 1. **Support multiple input methods.** Touch, pointer, keyboard, pencil, voice, eyes, hands, controllers. Design for the inputs available on each platform. On iPadOS, support both touch and pointer; on macOS, both pointer and keyboard. 2. **Consistent feedback for every input action.** Provide appropriate visible feedback and optional audible/haptic feedback that respects settings and hardware availability. ### Gestures 3. **Standard gestures must behave consistently.** Tap to activate, swipe to scroll/navigate, pinch to zoom, long press for context menus, drag to move. Don't override system gestures (edge swipes for back, Home, notifications). 4. **Use standard recognizers; keep custom gestures discoverable.** Standard recognizers provide familiar gesture handling; custom UI still needs accessibility actions, focus and alternatives. If you add non-standard gestures, provide hints or coaching to teach them. ### Apple Pencil 5. **Precision drawing, markup, and selection.** Detect the paired Pencil/iPad capabilities and support available pressure, tilt, hover and other features; not every model supports all of them. Distinguish finger from Pencil when appropriate (finger pans, Pencil draws). 6. **Support Scribble in text fields.** Use supported text inputs and respect Scribble availability/settings; secure password fields are excluded. ### Keyboards 7. **Keyboard shortcuts and full navigation.** Standard shortcuts (Cmd+C/V/Z) plus custom ones visible in the iPadOS Command key overlay. Logical tab order. 8. **Respect the software keyboard.** Adjust layout when keyboard appears. Use keyboard-avoidance APIs. ### Game Controllers 9. **MFi controllers with on-screen fallbacks.** Map to extended gamepad profile, sensible defaults, remappable. Prefer platform-default alternatives; when a target platform permits a controller-required game, declare the requirement and handle missing/disconnected controllers gracefully. ### Pointer and Trackpad 10. **Native feel.** Hover effects, pointer shape adaptation, standard cursor behaviors. Two-finger scroll, pinch to zoom, swipe to navigate. ### Digital Crown 11. **Primary scrolling and value-adjustment input on watchOS.** Scrolling lists, adjusting values, navigating views. Haptic feedback at detents. ### Eyes and Spatial (visionOS) 12. **Look and pinch.** Generous hit targets (eye tracking is less precise than touch). Avoid sustained gaze for activation. Direct hand manipulation in immersive experiences. ### Focus System 13. **Critical for tvOS and visionOS.** Predictable focus movement. Make actionable elements reachable through the supported focus/accessibility model; decorative elements should not become unnecessary focus stops. Clear visual indicators (scale, highlight, elevation). Logical focus groups. ### Remotes 14. **Siri Remote: limited surface.** Touch area for swiping, clickpad for selection, few physical buttons. Keep interactions simple. ### Motion and Nearby 15. **Gyroscope, accelerometer, UWB: use judiciously.** Suits gaming, fitness, AR. Not for essential tasks. Provide calibration and reset. For UWB, communicate distance and direction with visual or haptic cues. ## Reference Index | Reference | Topic | Key content | |---|---|---| | [gestures.md](references/gestures.md) | Touch gestures | Tap, swipe, pinch, long press, drag, system gestures | | [apple-pencil-and-scribble.md](references/apple-pencil-and-scribble.md) | Apple Pencil | Precision, pressure, tilt, hover, handwriting | | [keyboards.md](references/keyboards.md) | Keyboards | Shortcuts, navigation, software keyboard, Command key | | [game-controls.md](references/game-controls.md) | Game controllers | MFi, extended gamepad, remapping, fallbacks | | [pointing-devices.md](references/pointing-devices.md) | Pointer/trackpad | Hover, cursor morphing, trackpad gestures | | [digital-crown.md](references/digital-crown.md) | Digital Crown | Scrolling, value adjustment, haptic detents | | [eyes.md](references/eyes.md) | Eye tracking | Look and tap, gaze targeting, hit target sizing | | [spatial-interactions.md](references/spatial-interactions.md) | Legacy proximity page | Duplicate/renamed UWB guidance; for visionOS hands use gestures.md and eyes.md | | [focus-and-selection.md](references/focus-and-selection.md) | Focus system | tvOS/visionOS navigation, focus indicators, groups | | [remotes.md](references/remotes.md) | Remotes | Touch surface, clickpad, simple interactions | | [gyro-and-accelerometer.md](references/gyro-and-accelerometer.md) | Motion sensors | Gyroscope, accelerometer, calibration, gaming | | [nearby-interactions.md](references/nearby-interactions.md) | Nearby interactions | U1 chip, directional finding, proximity triggers | | [camera-control.md](references/camera-control.md) | Camera Control | iPhone camera hardware button, quick launch | ## Output Format 1. **Input method recommendations by platform** and how they interact. 2. **Gesture specification table** -- standard and custom gestures with expected behaviors. 3. **Keyboard shortcut recommendations** following system conventions. 4. **Accessibility input alternatives** for VoiceOver, Switch Control, etc. ## Questions to Ask 1. Which platforms and input devices? 2. Productivity or casual app? 3. Custom gestures in the design? 4. Game controller support needed? ## Related Skills - **hig-components-status** -- Progress indicators responding to input (pull-to-refresh) - **hig-components-system** -- System experiences with unique input constraints - **hig-technologies** -- VoiceOver, Siri voice input, ARKit spatial gesture context --- *Built by [Raintree Technology](https://raintree.technology) · [More developer tools](https://raintree.technology)* ## When to Use This skill is applicable to execute the workflow or actions described in the overview. ## Example **User request:** > Review touch, keyboard and Pencil interactions for an iPad drawing app, including unavailable device features and accessibility alternatives. ## Snapshot and privacy boundaries The references are attributed documentation snapshots, not current device/SDK compatibility tables. Detect capabilities and verify target OS availability, user settings, localization, hardware and accessibility modes. Ordinary visionOS hover is system-mediated and does not expose raw gaze or pre-activation hover state to the app; head/hand/sensor permissions do not grant unrelated data access. Explain actual data collection, minimize retention and provide denied/interrupted/unavailable states. Sensor output is not a person’s identity, consent or safety certification. Remote media captions were reviewed as text only; Apple documentation/media rights and currentness are not certified. ## Limitations - Use this skill only when the task clearly matches the scope described above. - Do not treat the output as a substitute for environment-specific validation, testing, or expert review. - Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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