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hig-inputs — Claude Code skill: Apple HIG on input

A skill that feeds your agent Apple HIG guidance on input: gestures, Apple Pencil, keyboards, game controllers, pointers, Digital Crown, focus.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add raintree-technology/hig-doctor --skill hig-inputs -a claude-code
Open on GitHub

What hig-inputs does

The skill answers input questions for Apple apps: which gestures to support, how to add keyboard shortcuts, how input works on Apple TV, whether Apple Pencil is worth supporting. It ships a set of principles plus a reference index covering gestures, Pencil and Scribble, keyboards, MFi game controllers, pointing devices and trackpads, Digital Crown, eye tracking, spatial interactions, the focus system, remotes, gyroscope and accelerometer, nearby interactions, and the Camera Control button.

Before asking anything, it checks .claude/apple-design-context.md and reuses what is already written there. In a fresh project without that file it will ask more: which platforms and input devices, productivity or casual app, custom gestures, controller support. Answers come back as per-platform input recommendations, a gesture specification table, keyboard shortcut suggestions, and accessibility alternatives for VoiceOver and Switch Control.

It cross-references hig-components-status, hig-components-system and hig-technologies for VoiceOver and Siri. Worth installing if you build for iOS, iPadOS, macOS, watchOS, tvOS or visionOS and want Apple's guidance in the chat instead of a browser tab.

What it helps with

  • pick gestures for a new screen without overriding system ones
  • add keyboard shortcuts that follow Apple conventions
  • decide whether to support Apple Pencil and Scribble
  • lay out focus across elements on tvOS and visionOS
  • find input alternatives for VoiceOver and Switch Control

Example prompts for the agent

  • what gestures should I support in an iPadOS app?
  • how do I add keyboard shortcuts and show them in the Command overlay?
  • how does input work on Apple TV with the Siri Remote?

How to install hig-inputs

1Skills CLI (Vercel)

npx skills add raintree-technology/hig-doctor --skill hig-inputs -a claude-code

2Manually: put the files in place

~/.claude/skills/hig-inputs/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/hig-inputs/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about hig-inputs

How do I install hig-inputs in Claude?

Run npx skills add raintree-technology/hig-doctor --skill hig-inputs -a claude-code. The skill lands in ~/.claude/skills/hig-inputs/SKILL.md.

What does hig-inputs do?

It gives your agent Apple HIG guidance on input methods and interaction patterns: gestures, Pencil, keyboards, game controllers, pointers, Digital Crown, eye tracking, focus, remotes, motion sensors.

Which skills does it cross-reference?

It points to hig-components-status, hig-components-system and hig-technologies, the last one covering VoiceOver and Siri.

Source text

SKILL.md · MIT
---
name: hig-inputs
version: 1.0.0
description: >-
  Apple HIG guidance for input methods and interaction patterns: gestures, Apple Pencil,
  keyboards, game controllers, pointers, Digital Crown, eye tracking, focus system,
  remotes, spatial interactions, gyroscope, accelerometer, and nearby interactions.
  Use when asked about: "gesture design", "Apple Pencil", "keyboard shortcuts",
  "game controller", "pointer support", "mouse support", "trackpad", "Digital Crown",
  "eye tracking", "visionOS input", "focus system", "remote control", "gyroscope",
  "spatial interaction". Also use when the user says "what gestures should I support,"
  "how do I add keyboard shortcuts," "how does input work on Apple TV," "should I
  support Apple Pencil," or asks about input device handling.
  Cross-references: hig-components-status, hig-components-system,
  hig-technologies for VoiceOver and Siri.
---

# 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

1. **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.

2. **Consistent feedback for every input action.** Visible, audible, or haptic response.

3. **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).

4. **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.

5. **Apple Pencil: precision drawing, markup, and selection.** Support pressure, tilt, and hover. Distinguish finger from Pencil when appropriate (finger pans, Pencil draws).

6. **Support Scribble in text fields.** Users expect to write with Pencil in any text input.

7. **Keyboard shortcuts and full navigation.** Standard shortcuts (Cmd+C/V/Z) plus custom ones visible in the iPadOS Command key overlay. Logical tab order.

8. **Respect the software keyboard.** Adjust layout when keyboard appears. Use keyboard-avoidance APIs.

9. **Game controllers: MFi controllers with on-screen fallbacks.** Map to extended gamepad profile, sensible defaults, remappable. Always offer touch or keyboard alternatives.

10. **Pointer and trackpad: native feel.** Hover effects, pointer shape adaptation, standard cursor behaviors. Two-finger scroll, pinch to zoom, swipe to navigate.

11. **Digital Crown: primary scrolling and value-adjustment input on watchOS.** Scrolling lists, adjusting values, navigating views. Haptic feedback at detents.

12. **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.

13. **Focus system: critical for tvOS and visionOS.** Predictable focus movement. Every interactive element focusable. Clear visual indicators (scale, highlight, elevation). Logical focus groups.

14. **Siri Remote: limited surface.** Touch area for swiping, clickpad for selection, few physical buttons. Keep interactions simple.

15. **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](references/gestures.md) | Touch gestures | Tap, swipe, pinch, long press, drag, system gestures |
| [apple-pencil-and-scribble.md](references/apple-pencil-and-scribble.md) | Apple Pencil | Precision, pressure, tilt, hover, handwriting |
| [keyboards.md](references/keyboards.md) | Keyboards | Shortcuts, navigation, software keyboard, Command key |
| [game-controls.md](references/game-controls.md) | Game controllers | MFi, extended gamepad, remapping, fallbacks |
| [pointing-devices.md](references/pointing-devices.md) | Pointer/trackpad | Hover, cursor morphing, trackpad gestures |
| [digital-crown.md](references/digital-crown.md) | Digital Crown | Scrolling, value adjustment, haptic detents |
| [eyes.md](references/eyes.md) | Eye tracking | Look and tap, gaze targeting, hit target sizing |
| [spatial-interactions.md](references/spatial-interactions.md) | Spatial input | Hand gestures, direct manipulation, immersive input |
| [focus-and-selection.md](references/focus-and-selection.md) | Focus system | tvOS/visionOS navigation, focus indicators, groups |
| [remotes.md](references/remotes.md) | Remotes | Touch surface, clickpad, simple interactions |
| [gyro-and-accelerometer.md](references/gyro-and-accelerometer.md) | Motion sensors | Gyroscope, accelerometer, calibration, gaming |
| [nearby-interactions.md](references/nearby-interactions.md) | Nearby interactions | U1 chip, directional finding, proximity triggers |
| [camera-control.md](references/camera-control.md) | Camera Control | iPhone camera hardware button, quick launch |

## Output Format

1. **Input method recommendations by platform** and how they interact.
2. **Gesture specification table** -- standard and custom gestures with expected behaviors.
3. **Keyboard shortcut recommendations** following system conventions.
4. **Accessibility input alternatives** for VoiceOver, Switch Control, etc.

## Questions to Ask

1. Which platforms and input devices?
2. Productivity or casual app?
3. Custom gestures in the design?
4. 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](https://raintree.technology) · [More developer tools](https://raintree.technology)*

© raintree-technology · MIT · raintree-technology/hig-doctor

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