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Human Interface Guidelines Reference ​

Reference for Apple's Human Interface Guidelines: semantic colors, typography, shapes, materials, layout, icons, input, accessibility, and platform-specific patterns, with SwiftUI code examples. Use it when you need a specific design value or rule rather than a quick decision.

When to Use This Reference ​

Use this reference when you need:

  • Semantic color names and their purposes
  • Text styles, font weights, and Dynamic Type requirements
  • Shape, material, and layout guidance, including Liquid Glass
  • Touch target sizes and gesture conventions
  • Accessibility requirements for vision, hearing, mobility, and cognition
  • Platform-specific design requirements
  • A fix for a common HIG problem, such as failing contrast or a launch screen rejected for branding

Example Prompts ​

Questions you can ask your assistant that will draw from this reference:

  • "What are all the semantic label colors, and when should I use each?"
  • "What's the difference between grouped and ungrouped background colors?"
  • "Which font weights should I avoid, and why?"
  • "What's the minimum touch target size for accessibility?"
  • "How much text scaling does my app need to support?"
  • "How do tint colors work in iOS?"
  • "Where do Cancel and Done go on a sheet?"

What's Covered ​

Design Principles ​

  • Clarity, consistency, and deference
  • Designing as a system

Color System ​

  • Label hierarchy (label, secondaryLabel, tertiaryLabel, quaternaryLabel)
  • Background colors (ungrouped vs. grouped), base vs. elevated backgrounds
  • Tint colors
  • Fill colors and separator colors
  • When to use a permanently dark appearance
  • Creating custom colors

Typography ​

  • System fonts: San Francisco and New York
  • Font weight recommendations
  • Text styles (largeTitle through caption2)
  • Dynamic Type requirements (200% scaling on iOS and iPadOS, 140% on watchOS)
  • Custom fonts and leading

Shapes & Geometry ​

  • The three shape types (fixed, capsule, concentric) in iOS 26
  • Concentricity principle for nested containers
  • Platform-specific corner radius guidance
  • Optical centering

Materials & Depth ​

  • Standard materials (ultraThin, thin, regular, thick)
  • Vibrancy with materials
  • Liquid Glass (iOS 26+): regular vs. clear variants
  • Modals and sheets: automatic Liquid Glass adoption, semantic backgrounds
  • Sheet button placement: Cancel/Done pairing rules, platform-specific placements

Layout Principles ​

  • Visual hierarchy, grouping, and alignment
  • Content extension to display edges
  • Safe areas, layout guides, and margins
  • Adaptability across size classes

Icons & Symbols ​

  • SF Symbols overview: weights, scales, rendering modes
  • Custom interface icons
  • When to use icons vs. text
  • Accessibility labels

Gestures & Input ​

  • Standard gestures and custom gesture guidelines
  • Minimum touch targets by platform (44×44 pt on iOS and iPadOS)
  • Gesture accessibility

Accessibility ​

  • Vision: text legibility, color contrast, color alone, screen readers
  • Hearing: media alternatives and audio cues
  • Mobility
  • Cognitive: interaction design, Reduce Motion, game accommodations
  • visionOS-specific accessibility

Motion & Animation ​

  • Core principles for purposeful motion
  • Reduce Motion accommodations
  • Best practices for feedback animations
  • Platform-specific motion guidance

Launch & Onboarding ​

  • Launch screens
  • Onboarding

Platform Specifics ​

  • iOS and iPadOS patterns
  • macOS considerations
  • watchOS constraints
  • tvOS focus model
  • visionOS spatial design

Inclusive Design and Branding ​

  • Language, visual representation, gender identity, disability, and localization
  • Branding restraint and appropriate placement

Troubleshooting ​

  • Contrast failures, small touch targets, Dark Mode issues, light font weights
  • Dynamic Type not working, Reduce Motion ignored, missing VoiceOver labels
  • Information conveyed only by color, launch screen branding rejections, custom appearance toggles

Key Pattern ​

Semantic Colors in SwiftUI ​

swift
// Label hierarchy
Text("Title").foregroundStyle(.primary)      // label
Text("Subtitle").foregroundStyle(.secondary) // secondaryLabel
Text("Detail").foregroundStyle(.tertiary)    // tertiaryLabel

// Backgrounds - ungrouped (flat)
Color(.systemBackground)           // Primary background
Color(.secondarySystemBackground)  // Elevated content
Color(.tertiarySystemBackground)   // Further elevation

// Backgrounds - grouped (Settings-style)
Color(.systemGroupedBackground)           // Page background
Color(.secondarySystemGroupedBackground)  // Cell background

// System colors (adaptive)
Color(.systemRed)    // Adapts to light/dark
Color(.systemBlue)
Color(.systemGreen)

Dynamic Type ​

swift
// ✅ Scales automatically with Dynamic Type
Text("Hello")
    .font(.body)

// ❌ Fixed size, doesn't scale
Text("Hello")
    .font(.system(size: 17))

Documentation Scope ​

This page documents the hig-ref skill (in the axiom-design suite), the HIG detail your assistant uses when you need specific design values, color names, or implementation details. SF Symbols rendering modes, symbol effects, and custom symbols are covered in depth in sf-symbols-ref.

  • hig – Quick decision trees and checklists built on this reference
  • liquid-glass – Implementing the iOS 26 Liquid Glass material
  • liquid-glass-ref – App-wide Liquid Glass adoption, including sheets and popovers
  • accessibility-auditor – Scans your code for the accessibility issues this reference describes

Resources ​

WWDC: 2025-356, 2019-808

Docs: /design/human-interface-guidelines, /design/human-interface-guidelines/color, /design/human-interface-guidelines/dark-mode, /design/human-interface-guidelines/materials, /design/human-interface-guidelines/typography, /design/human-interface-guidelines/layout, /design/human-interface-guidelines/accessibility, /design/human-interface-guidelines/icons

Released under the MIT License