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hig-inputs

Check for .claude/apple-design-context.md before asking questions. Use existing context and only ask for information not already covered.

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技能内容

Apple HIG: Inputs

Check for .claude/apple-design-context.md before asking questions. Use existing context and only ask for information not already covered.

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.
  1. Consistent feedback for every input action. Visible, audible, or haptic response.

Gestures

  1. 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).
  1. Use standard recognizers; keep custom gestures discoverable. Apple's built-in recognizers handle edge cases and accessibility. If you add non-standard gestures, provide hints or coaching to teach them.

Apple Pencil

  1. Precision drawing, markup, and selection. Support pressure, tilt, and hover. Distinguish finger from Pencil when appropriate (finger pans, Pencil draws).
  1. Support Scribble in text fields. Users expect to write with Pencil in any text input.

Keyboards

  1. Keyboard shortcuts and full navigation. Standard shortcuts (Cmd+C/V/Z) plus custom ones visible in the iPadOS Command key overlay. Logical tab order.
  1. Respect the software keyboard. Adjust layout when keyboard appears. Use keyboard-avoidance APIs.

Game Controllers

  1. MFi controllers with on-screen fallbacks. Map to extended gamepad profile, sensible defaults, remappable. Always offer touch or keyboard alternatives.

Pointer and Trackpad

  1. Native feel. Hover effects, pointer shape adaptation, standard cursor behaviors. Two-finger scroll, pinch to zoom, swipe to navigate.

Digital Crown

  1. Primary scrolling and value-adjustment input on watchOS. Scrolling lists, adjusting values, navigating views. Haptic feedback at detents.

Eyes and Spatial (visionOS)

  1. 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

  1. Critical for tvOS and visionOS. Predictable focus movement. Every interactive element focusable. Clear visual indicators (scale, highlight, elevation). Logical focus groups.

Remotes

  1. Siri Remote: limited surface. Touch area for swiping, clickpad for selection, few physical buttons. Keep interactions simple.

Motion and Nearby

  1. 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) | Spatial input | Hand gestures, direct manipulation, immersive input |

| [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 · More developer tools

When to Use

This skill is applicable to execute the workflow or actions described in the overview.

Example

User request:

> Check for .claude/apple-design-context.md before asking questions.

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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同名技能的其他版本

有 4 个不同仓库或目录里都有叫 hig-inputs 的技能。它们内容并不相同,别混用: