iOS Human Interface Guidelines
Apple's Human Interface Guidelines define the visual language, interaction patterns, and accessibility standards that make iOS apps feel native and intuitive. The core principle: clarity and consistency through thoughtful design.
Reference Loading Guide
ALWAYS load reference files if there is even a small chance the content may be required. It's better to have the context than to miss a pattern or make a mistake.
Reference Load When
Interaction Touch targets, navigation, layout, hierarchy, or gesture patterns
Content Empty states, writing copy, typography, or placeholder text
Visual Design Colors, materials, contrast, dark mode, or SF Symbols
Accessibility VoiceOver, Dynamic Type, Reduce Motion, or accessibility labels
Feedback Animations, haptics, loading states, or error messages
Performance Responsiveness, system components, or app launch
Privacy Permission requests, data handling, or privacy-sensitive APIs
Common Mistakes
Touch targets smaller than 44x44 points — Buttons and interactive elements must be at least 44x44 points (iOS) to accommodate thumbs. Smaller targets cause frustrated users and accessibility failures.
Ignoring Dynamic Type constraints — Text with fixed sizes doesn't respect user accessibility settings. Use Dynamic Type sizes, test with Large or Extra Large settings, and avoid hardcoded font sizes.
Insufficient color contrast in dark mode — Colors that work in light mode may fail accessibility in dark mode. Test with Reduce Contrast accessibility setting enabled for both modes.
Over-animating transitions — Animations that feel smooth at 60fps can trigger motion sickness in users with vestibular issues. Respect Reduce Motion settings and keep animations under 300ms.
Missing VoiceOver labels on custom controls — Custom buttons, toggles, or interactive views need .accessibilityLabel() and .accessibilityHint() or they're completely unusable to screen reader users.
Haptic overuse — Every action does NOT need haptic feedback. Reserve haptics for confirmations (purchase, critical action) and errors. Excessive haptics are annoying and drain battery.