{"id":"6802708c-a8d5-43db-bdf1-3623e077bf03","shortId":"UYJKCw","kind":"skill","title":"hig-inputs","tagline":"Check for .claude/apple-design-context.md before asking questions. Use existing context and only ask for information not already covered.","description":"# Apple HIG: Inputs\n\nCheck for `.claude/apple-design-context.md` before asking questions. Use existing context and only ask for information not already covered.\n\n## Key Principles\n\n### General\n\n1. **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.\n\n2. **Consistent feedback for every input action.** Visible, audible, or haptic response.\n\n### Gestures\n\n3. **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).\n\n4. **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.\n\n### Apple Pencil\n\n5. **Precision drawing, markup, and selection.** Support pressure, tilt, and hover. Distinguish finger from Pencil when appropriate (finger pans, Pencil draws).\n\n6. **Support Scribble in text fields.** Users expect to write with Pencil in any text input.\n\n### Keyboards\n\n7. **Keyboard shortcuts and full navigation.** Standard shortcuts (Cmd+C/V/Z) plus custom ones visible in the iPadOS Command key overlay. Logical tab order.\n\n8. **Respect the software keyboard.** Adjust layout when keyboard appears. Use keyboard-avoidance APIs.\n\n### Game Controllers\n\n9. **MFi controllers with on-screen fallbacks.** Map to extended gamepad profile, sensible defaults, remappable. Always offer touch or keyboard alternatives.\n\n### Pointer and Trackpad\n\n10. **Native feel.** Hover effects, pointer shape adaptation, standard cursor behaviors. Two-finger scroll, pinch to zoom, swipe to navigate.\n\n### Digital Crown\n\n11. **Primary scrolling and value-adjustment input on watchOS.** Scrolling lists, adjusting values, navigating views. Haptic feedback at detents.\n\n### Eyes and Spatial (visionOS)\n\n12. **Look and pinch.** Generous hit targets (eye tracking is less precise than touch). Avoid sustained gaze for activation. Direct hand manipulation in immersive experiences.\n\n### Focus System\n\n13. **Critical for tvOS and visionOS.** Predictable focus movement. Every interactive element focusable. Clear visual indicators (scale, highlight, elevation). Logical focus groups.\n\n### Remotes\n\n14. **Siri Remote: limited surface.** Touch area for swiping, clickpad for selection, few physical buttons. Keep interactions simple.\n\n### Motion and Nearby\n\n15. **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.\n\n## Reference Index\n\n| Reference | Topic | Key content |\n|---|---|---|\n| [gestures.md](references/gestures.md) | Touch gestures | Tap, swipe, pinch, long press, drag, system gestures |\n| [apple-pencil-and-scribble.md](references/apple-pencil-and-scribble.md) | Apple Pencil | Precision, pressure, tilt, hover, handwriting |\n| [keyboards.md](references/keyboards.md) | Keyboards | Shortcuts, navigation, software keyboard, Command key |\n| [game-controls.md](references/game-controls.md) | Game controllers | MFi, extended gamepad, remapping, fallbacks |\n| [pointing-devices.md](references/pointing-devices.md) | Pointer/trackpad | Hover, cursor morphing, trackpad gestures |\n| [digital-crown.md](references/digital-crown.md) | Digital Crown | Scrolling, value adjustment, haptic detents |\n| [eyes.md](references/eyes.md) | Eye tracking | Look and tap, gaze targeting, hit target sizing |\n| [spatial-interactions.md](references/spatial-interactions.md) | Spatial input | Hand gestures, direct manipulation, immersive input |\n| [focus-and-selection.md](references/focus-and-selection.md) | Focus system | tvOS/visionOS navigation, focus indicators, groups |\n| [remotes.md](references/remotes.md) | Remotes | Touch surface, clickpad, simple interactions |\n| [gyro-and-accelerometer.md](references/gyro-and-accelerometer.md) | Motion sensors | Gyroscope, accelerometer, calibration, gaming |\n| [nearby-interactions.md](references/nearby-interactions.md) | Nearby interactions | U1 chip, directional finding, proximity triggers |\n| [camera-control.md](references/camera-control.md) | Camera Control | iPhone camera hardware button, quick launch |\n\n## Output Format\n\n1. **Input method recommendations by platform** and how they interact.\n2. **Gesture specification table** -- standard and custom gestures with expected behaviors.\n3. **Keyboard shortcut recommendations** following system conventions.\n4. **Accessibility input alternatives** for VoiceOver, Switch Control, etc.\n\n## Questions to Ask\n\n1. Which platforms and input devices?\n2. Productivity or casual app?\n3. Custom gestures in the design?\n4. Game controller support needed?\n\n## Related Skills\n\n- **hig-components-status** -- Progress indicators responding to input (pull-to-refresh)\n- **hig-components-system** -- System experiences with unique input constraints\n- **hig-technologies** -- VoiceOver, Siri voice input, ARKit spatial gesture context\n\n---\n\n*Built by [Raintree Technology](https://raintree.technology) · [More developer tools](https://raintree.technology)*\n\n## When to Use\nThis skill is applicable to execute the workflow or actions described in the overview.\n\n## Limitations\n- Use this skill only when the task clearly matches the scope described above.\n- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.\n- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are 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