While Apple aims for a unified aesthetic (Liquid Glass), each platform has unique ergonomics and hardware constraints.
Designed for one-handed operation and touch-first input.
- Bottom Navigation: Primary controls should be reachable by the thumb at the bottom (Tab Bars, Toolbars).
- Safe Area: Avoid placing UI near the Dynamic Island or the home indicator.
- Dynamic Island: Use Live Activities and the Dynamic Island for high-value background status (e.g., timers, delivery status).
Designed for precision cursor input and multitasking.
- Sidebars: Use for primary navigation.
- Menu Bar: Always provide standard File, Edit, and View menus.
- Windowing: Support multi-window environments and Split View.
- Keyboard Shortcuts: Every primary action must have a
Cmd+ [Key] equivalent.
Designed for eyes (gaze) and hands (gestures).
- Windows: Have a physical presence in space. They cast shadows and reflect light.
- Ornaments: Floating controls that attach to the edge of a window.
- Gaze-Contingent Feedback: Elements should react (subtle hover state) when the user looks at them.
- Z-Axis: Use depth to prioritize content. Closer items are more important.
Designed for "Glances" — 2 to 5 second interactions.
- Vertical Layout: Scroll everything vertically using the Digital Crown.
- Complications: Design for the watch face to provide high-value data at a glance.
- Full-Bleed Images: Use the entire screen to reduce the perception of bezels.
| Feature | iOS | macOS | visionOS |
|---|---|---|---|
| Navigation | Tab Bar / Nav Bar | Sidebar / Menu Bar | Ornaments / Sidebars |
| Input | Touch / Voice | Mouse / Trackpad / Keys | Eyes (Gaze) / Hands |
| Typical Dist. | 6 - 12 inches | 18 - 30 inches | Infinite (Arm's length) |
| Aesthetic | High density | High precision | Spatially grounded |