Follows Apple design standards for consistent input interactions across Apple devices.
Install
mkdir -p .claude/skills/hig-inputs && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/13807" && unzip -o skill.zip -d .claude/skills/hig-inputs && rm skill.zipInstalls to .claude/skills/hig-inputs
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
Apple HIG guidance for input methods and interaction patterns: gestures, Apple Pencil, keyboards, game controllers, pointers, Digital Crown, eye tracking, focus system, remotes, spatial...Key capabilities
- →Support multiple input methods (touch, pointer, keyboard, pencil, voice, eyes, hands, controllers)
- →Provide consistent feedback for every input action (visible, audible, haptic)
- →Ensure standard gestures behave consistently (tap, swipe, pinch, long press, drag)
- →Support Apple Pencil for precision drawing, markup, and selection
- →Implement keyboard shortcuts and full navigation
- →Design for MFi game controllers with on-screen fallbacks
How it works
The skill applies Apple HIG principles for various input methods, ensuring consistency, discoverability, and accessibility across platforms, and provides specific guidance for gestures, Apple Pencil, keyboards, game controllers, and other inputs.
Inputs & outputs
When to use hig-inputs
- →Designing custom gestures
- →Implementing keyboard shortcuts
- →Optimizing for Apple Pencil
About this skill
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
-
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.
-
Consistent feedback for every input action. Visible, audible, or haptic response.
Gestures
-
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).
-
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
-
Precision drawing, markup, and selection. Support pressure, tilt, and hover. Distinguish finger from Pencil when appropriate (finger pans, Pencil draws).
-
Support Scribble in text fields. Users expect to write with Pencil in any text input.
Keyboards
-
Keyboard shortcuts and full navigation. Standard shortcuts (Cmd+C/V/Z) plus custom ones visible in the iPadOS Command key overlay. Logical tab order.
-
Respect the software keyboard. Adjust layout when keyboard appears. Use keyboard-avoidance APIs.
Game Controllers
- MFi controllers with on-screen fallbacks. Map to extended gamepad profile, sensible defaults, remappable. Always offer touch or keyboard alternatives.
Pointer and Trackpad
- Native feel. Hover effects, pointer shape adaptation, standard cursor behaviors. Two-finger scroll, pinch to zoom, swipe to navigate.
Digital Crown
- Primary scrolling and value-adjustment input on watchOS. Scrolling lists, adjusting values, navigating views. Haptic feedback at detents.
Eyes and Spatial (visionOS)
- 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
- Critical for tvOS and visionOS. Predictable focus movement. Every interactive element focusable. Clear visual indicators (scale, highlight, elevation). Logical focus groups.
Remotes
- Siri Remote: limited surface. Touch area for swiping, clickpad for selection, few physical buttons. Keep interactions simple.
Motion and Nearby
- 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 | Touch gestures | Tap, swipe, pinch, long press, drag, system gestures |
| apple-pencil-and-scribble.md | Apple Pencil | Precision, pressure, tilt, hover, handwriting |
| keyboards.md | Keyboards | Shortcuts, navigation, software keyboard, Command key |
| game-controls.md | Game controllers | MFi, extended gamepad, remapping, fallbacks |
| pointing-devices.md | Pointer/trackpad | Hover, cursor morphing, trackpad gestures |
| digital-crown.md | Digital Crown | Scrolling, value adjustment, haptic detents |
| eyes.md | Eye tracking | Look and tap, gaze targeting, hit target sizing |
| spatial-interactions.md | Spatial input | Hand gestures, direct manipulation, immersive input |
| focus-and-selection.md | Focus system | tvOS/visionOS navigation, focus indicators, groups |
| remotes.md | Remotes | Touch surface, clickpad, simple interactions |
| gyro-and-accelerometer.md | Motion sensors | Gyroscope, accelerometer, calibration, gaming |
| nearby-interactions.md | Nearby interactions | U1 chip, directional finding, proximity triggers |
| camera-control.md | Camera Control | iPhone camera hardware button, quick launch |
Output Format
- Input method recommendations by platform and how they interact.
- Gesture specification table -- standard and custom gestures with expected behaviors.
- Keyboard shortcut recommendations following system conventions.
- Accessibility input alternatives for VoiceOver, Switch Control, etc.
Questions to Ask
- Which platforms and input devices?
- Productivity or casual app?
- Custom gestures in the design?
- 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.
When not to use it
- →When the platform is not Apple (iOS, iPadOS, macOS, watchOS, tvOS, visionOS)
- →When the user does not want to follow Apple HIG guidelines
- →When the goal is to override system gestures
Limitations
- →The skill provides Apple HIG guidance for input methods and interaction patterns.
- →It focuses on gestures, Apple Pencil, keyboards, game controllers, pointers, Digital Crown, eye tracking, focus system, remotes, and spatial interactions.
- →It requires supporting multiple input methods on each platform.
How it compares
This skill provides specific, platform-centric guidance based on Apple's Human Interface Guidelines for input methods, ensuring system-wide consistency and optimal user experience, unlike generic input design principles.
Compared to similar skills
hig-inputs side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| hig-inputs (this skill) | 0 | 5mo | No flags | Intermediate |
| ui-ux-pro-max | 1,909 | 5mo | Review | Intermediate |
| penpot-uiux-design | 27 | 6mo | Review | Advanced |
| ui-ux-designer | 41 | 4mo | No flags | Intermediate |
Try saying
Example prompts that trigger this skill in your AI assistant.
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