Agent skill

iOS Hig Design

by wondelai in wondelai/skills

Design native iOS interfaces following Apple Human Interface Guidelines.

MITAuto-check passedMobile

Install iOS Hig Design

skills CLI
$ npx skills add wondelai/skills --skill ios-hig-design -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install wondelai/skills ios-hig-design --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/wondelai/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/ios-hig-design .claude/skills/ios-hig-design && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
ios-hig-design
GitHub stars
2.4k
Token cost
~5.1k tokens
SKILL.md length
2,336 words
Files
12 (incl. references)
Skills in repo
62
Repo updated
First seen
Licence
MIT

At a glance

Design native iOS interfaces following Apple Human Interface Guidelines.

  • Works in 8 steps: Layout & Safe Areas → Typography & Dynamic Type → Color & Dark Mode → …
  • The user mentions iPhone app
  • SKILL.md covers Core Principle, Scoring, iOS Design Framework and Common Mistakes, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

iOS Hig Design is an agent skill from wondelai/skills. Design native iOS interfaces following Apple Human Interface Guidelines. Use when the user mentions "iPhone app", "iPad layout", "SwiftUI", "UIKit", "Dynamic Island", "safe areas", "HIG compliance", "SF Symbols", "haptic feedback", "iOS accessibility", "make my app feel native", or "follow Apple design guidelines". Also trigger when building tab bars, navigation stacks, sheets, or modals for iOS, implementing dark mode, or adapting layouts across screen sizes. Covers navigation patterns, accessibility, SF…

Its SKILL.md is about 5.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 12 other files, including reference files (for example `references/accessibility.md`, `references/app-icons.md` and `references/colors-depth.md`).

It sits in Mobile, covering iOS development. It works with iOS and SwiftUI. The repository describes itself as: Wondel.ai Agent Skills — Business, Marketing, UX & Coding Frameworks from Bestselling Books. 50 skills + 12 guided journeys for Claude Code, Codex, Cursor & other agentskills.io… The licence is MIT.

When your agent uses it

  • The user mentions iPhone app
  • Haptic feedback
  • IOS accessibility
  • Make my app feel native

Example prompts

  • “iPhone app”
  • “iPad layout”
  • “SwiftUI”
  • “/ios-hig-design”

Workflow steps

8 steps, taken from the step headings in SKILL.md.

  1. Layout & Safe Areas
  2. Typography & Dynamic Type
  3. Color & Dark Mode
  4. Navigation Patterns
  5. Controls & Inputs
  6. Accessibility
  7. Icons & Images
  8. Gestures & Haptics

What it can do on your machine

Read from SKILL.md and the folder at commit c172996. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • developer.apple.com
    • amazon.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

iOS Hig Design loads about 5.1k tokens when it runs, and up to ~22k if it reads all its reference files. Until then it costs about 164 tokens; SKILL.md has 2,336 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~164
When it runs · the whole SKILL.md, loaded when a task matches
~5.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~22k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from wondelai/skills at commit c172996, republished under its MIT licence (© wondelai). 2,336 words, ~5,103 tokens.

Download SKILL.mdSave it as .claude/skills/ios-hig-design/SKILL.md (or your agent's skills folder). This skill also uses 11 other files; get the full folder from GitHub.
name
ios-hig-design
description
Design native iOS interfaces following Apple Human Interface Guidelines. Use when the user mentions "iPhone app", "iPad layout", "SwiftUI", "UIKit", "Dynamic Island", "safe areas", "HIG compliance", "SF Symbols", "haptic feedback", "iOS accessibility", "make my app feel native", or "follow Apple design guidelines". Also trigger when building tab bars, navigation stacks, sheets, or modals for iOS, implementing dark mode, or adapting layouts across screen sizes. Covers navigation patterns, accessibility, SF Symbols, and platform conventions. For general UI polish, see refactoring-ui. For affordance design, see design-everyday-things.
license
MIT
metadata.author
wondelai
metadata.version
1.5.1

iOS Human Interface Guidelines Design Skill

Framework for designing native iOS interfaces that feel intuitive, consistent, and aligned with Apple's design philosophy. Based on Apple's Human Interface Guidelines, the definitive resource for apps that integrate seamlessly with iPhone, iPad, and the Apple ecosystem.

Core Principle

Apple's iOS design philosophy rests on three pillars: clarity (every element legible and purposeful), deference (the interface never overshadows the content it presents), and depth (layering, transitions, and realistic motion convey hierarchy and spatial relationships).

The foundation: The best iOS apps internalize this philosophy rather than following HIG rules mechanically. Native components, system conventions, and platform consistency aren't constraints---they're the reason iOS users trust and enjoy apps that feel like they belong.

Scoring

Goal: 10/10. Score 1 point per satisfied row of the Quick Diagnostic (6 rows), plus up to 4 points for native idiom: +1 semantic colors/text styles throughout (no hardcoded values), +1 system controls over custom reimplementations, +1 standard gestures and meaningful haptics, +1 SF Symbols and correct app-icon shape. Bands: 9-10 = native, accessible, adapts to Dark Mode and Dynamic Type, zero foreign patterns; 5-6 = works but leaks Android idioms or hardcodes color/size; <=3 = fails safe areas, touch targets, or VoiceOver. Always state the score and the specific improvements needed to reach 10/10.

iOS Design Framework

1. Layout & Safe Areas

Core concept: iOS devices have specific screen dimensions, safe area insets, and hardware intrusions (notch, Dynamic Island, home indicator) that every layout must respect.

Key insights:

  • Design for the smallest screen first (375pt width, iPhone SE)
  • Safe areas protect content from the notch, Dynamic Island, and home indicator---never place interactive elements under them
  • Standard content margins: 16-20pt from screen edges; spacing increments: 8 / 16 / 24pt
  • Minimum touch target and list row height: 44pt

Product applications:

ContextLayout PatternExample
Status bar20pt classic, 44-54pt on Dynamic Island devicesTime, signal, battery area
Navigation bar44pt standard row + ~52pt large title (~96pt total)Back button, title, actions
Content areaFlexible, scrollable, respects safe areaMain app content
Tab bar49pt height, translucent with blur2-5 primary destinations
Home indicator34pt inset at bottomSystem gesture area

Copy patterns:

  • Use VStack { }, which respects safe areas by default
  • Use .ignoresSafeArea() only for backgrounds and decoration, never interactive content
  • Test on multiple sizes, including iPhone SE and Pro Max

See references/navigation.md when laying out chrome---exact nav bar and tab bar dimensions, large-title behavior, and split-view rules.

2. Typography & Dynamic Type

Core concept: iOS uses the San Francisco (SF Pro) typeface with semantic text styles that automatically scale for accessibility via Dynamic Type. Semantic styles give consistent platform hierarchy; Dynamic Type lets users read at their preferred size without breaking layouts.

Key insights:

  • Large Title: 34pt Bold; Title: 17pt Medium; Body: 17pt Regular; Caption: 12-13pt; secondary text: 15pt at 60% opacity
  • Minimum text size 11pt (captions/secondary only)
  • Line height at least 1.3x font size; optimal line length 35-50 characters on mobile
  • Always left-aligned, non-justified text

Product applications:

ContextTypography PatternExample
Screen titles.largeTitle or .title styleLarge title collapses on scroll
Body content.body style, 17ptList items, descriptions
Secondary info.subheadline or .footnoteTimestamps, metadata
Tab labels10pt SF textTab bar item labels
Buttons.body weight semiboldPrimary action text

Copy patterns:

  • Use .font(.title), .font(.body), .font(.caption) instead of hardcoded sizes; @ScaledMetric for custom spacing that scales
  • Prefer weight and color variation over extreme size differences for hierarchy
  • Test all layouts at the largest Dynamic Type size

See references/typography.md when matching a design to exact specs---per-style hex values and the Dark Mode text-color mapping.

3. Color & Dark Mode

Core concept: iOS provides semantic system colors that automatically adapt between light and dark appearances while preserving contrast and hierarchy.

Key insights:

  • Use Color(.label), Color(.secondaryLabel), Color(.systemBackground) instead of hardcoded colors
  • Color(.systemBlue) is the default tint; .systemRed for destructive actions; .systemGreen for success
  • Dark Mode inverts text colors and shifts backgrounds darker while keeping relative hierarchy; accent colors need lower brightness and higher saturation to pop
  • Maintain 4.5:1 contrast in both modes; preview both during development

Product applications:

ContextColor PatternExample
Primary textColor(.label)Adapts white/black per mode
Secondary textColor(.secondaryLabel)60% opacity in both modes
BackgroundsColor(.systemBackground) / .secondarySystemBackgroundLayered depth
Destructive actionsColor(.systemRed)Delete buttons, warnings
Interactive tintApp accent color or .systemBlueLinks, toggle states

Copy patterns:

  • Use .preferredColorScheme(.light) and .dark in previews to test both modes side by side
  • Define custom colors in the Asset Catalog with light/dark variants, not in code
  • Never assume a background is white or black; test with Increase Contrast enabled

See references/colors-depth.md when checking contrast---the full WCAG ratio table (normal text, large text, UI components) and the tertiary/grouped-background tokens.

4. Navigation Patterns

Core concept: iOS uses a layered navigation model: tab bars for primary destinations, navigation stacks for hierarchical drilling, and modals for focused tasks. Users rely on these patterns to know where they are and how to get back; reinventing them makes the app feel foreign.

Key insights:

  • Tab bar: 2-5 primary destinations, always visible, remembers state per tab
  • Navigation bar: back button (top-left), title (center or large), actions (top-right); large title collapses on scroll
  • Modals for focused tasks; dismiss via swipe-down or explicit close button
  • Never use hamburger menus---iOS users expect tab bars
  • Search bar can sit below the nav bar, hidden until pulled down

Product applications:

ContextNavigation PatternExample
App structureTab bar with 3-5 tabsHome, Search, Profile
Content hierarchyPush navigation (drill-down)List > Detail > Edit
Focused tasksModal presentationCompose, settings, filters
SearchPull-down search barSpotlight-style search
Split viewiPad sidebar + detailMail, Notes on iPad

Copy patterns:

  • Back button text should be the previous screen's title, not "Back"
  • Tab labels are single words ("Home", "Search"); modal titles describe the task ("New Message", "Edit Profile")
  • Use NavigationStack (not deprecated NavigationView) in SwiftUI
5. Controls & Inputs

Core concept: iOS provides a rich library of native controls (buttons, lists, toggles, pickers, menus, text fields) that users already understand and expect.

Why it works: Native controls ship with built-in accessibility, haptics, and learned interaction patterns; custom controls create friction and miss edge cases Apple already solved.

Key insights:

  • Page-level actions go in the nav bar (top) or action bar (bottom)
  • Primary buttons are filled with the theme color; secondary are outlined or text-only
  • Destructive actions use red and require confirmation when irreversible
  • Lists (table views) are the fundamental iOS content pattern
  • Match keyboard type to input (.emailAddress, .phonePad, .URL); use .textContentType for autofill

Product applications:

ContextControl PatternExample
FormsNative text fields with proper keyboard typesEmail field with @ keyboard
SettingsGrouped list with toggles, disclosureiOS Settings style
SelectionPicker, segmented control, or action sheetDate picker, sort options
Destructive actionsRed button + confirmation alert"Delete Account" flow
Context actionsLong press menu or swipe actionsEdit, share, delete on row

Copy patterns:

  • Pair .keyboardType(.emailAddress) with .textContentType(.emailAddress)
  • Prefer system confirmations: .alert() or .confirmationDialog(); use .swipeActions on list rows
  • Place primary action buttons at the bottom of the screen within thumb reach

Ethical boundary: Never disguise ads as native controls or make destructive actions easy to trigger accidentally.

See references/components.md when building a specific control---button styles, list/section variants, picker vs segmented-control choice, and confirmation-dialog wiring. See references/keyboard-input.md when building forms---keyboard-type table, input accessory views, and hardware-keyboard shortcuts.

6. Accessibility

Core concept: iOS has world-class accessibility features (VoiceOver, Dynamic Type, Switch Control, Voice Control), and every app must support them as a first-class concern. App Store review can reject apps that are unusable with assistive technologies.

Key insights:

  • Every interactive element needs an .accessibilityLabel; use .accessibilityValue for state and .accessibilityHint for effect
  • Group related elements with .accessibilityElement(children: .combine)
  • Support Dynamic Type at all sizes; test at the largest setting
  • Honor the 44 x 44pt touch target (section 1) and 4.5:1 contrast minimum (section 3) as accessibility requirements, not just visual defaults
  • Never convey meaning through color alone

Product applications:

ContextAccessibility PatternExample
Icons.accessibilityLabel("Favorite")Heart icon with label
Sliders.accessibilityValue("\(Int(volume * 100))%")Volume control
Buttons.accessibilityHint("Shares this item")Share button
Groups.accessibilityElement(children: .combine)Avatar + name row
ImagesDecorative: .accessibilityHidden(true)Background patterns

Copy patterns:

  • Write labels as nouns ("Favorite", "Settings"); write hints as actions ("Shares this item with others")
  • Test the complete app flow using only VoiceOver
  • Use Xcode's Accessibility Inspector to audit contrast and labels

See references/accessibility.md before sign-off---the full VoiceOver-implementation patterns and a pre-ship accessibility checklist to run the app against.

Show full SKILL.md (950 more words)Show less
7. Icons & Images

Core concept: iOS uses SF Symbols as the standard icon system and requires app icons in specific sizes with the signature superellipse ("squircle") mask applied automatically. SF Symbols align optically with San Francisco text and scale with Dynamic Type, so they stay aligned and crisp at every weight and size.

Key insights:

  • Use SF Symbols (Image(systemName:)) for all standard icons---they scale with text
  • App icons: export 1024x1024px square; iOS applies the squircle mask (corner radius = side x 0.222 with 61% smoothing)
  • iOS 18+ supports light, dark, and tinted icon variants
  • Avoid text in app icons; keep designs simple with recognizable silhouettes

Product applications:

ContextIcon PatternExample
Tab barSF Symbols, filled variant for selectedhouse.fill, magnifyingglass
Navigation barSF Symbols at regular weightgear, plus, ellipsis
List accessoriesSF Symbols, secondary colorchevron.right, checkmark
App icon1024px square, simple bold designSingle recognizable glyph

Copy patterns:

  • Use Image(systemName: "heart.fill"); apply .symbolRenderingMode(.hierarchical) for multi-color depth
  • Size symbols relative to text with .imageScale(.large) or .font()
  • Browse symbols in the free SF Symbols app from Apple

Ethical boundary: Never use icons that suggest functionality that doesn't exist or contradict iOS conventions (trash = delete, not archive).

See references/app-icons.md when exporting the app icon---per-context size table, exact squircle math, and the iOS 18 light/dark/tinted variant requirements.

8. Gestures & Haptics

Core concept: iOS defines standard gestures (swipe back, pull to refresh, long press for context menu) and haptic feedback patterns that must be respected and never overridden. Gestures are muscle memory---repurposing swipe-back or pull-to-refresh disorients users; haptics give invisible confirmation that an action registered.

Key insights:

  • Never override: swipe-right-from-edge (back), swipe-down on modal (dismiss), pull-down on list (refresh)
  • Swipe-left on rows reveals actions; long press shows context menus; pinch zooms images and maps
  • Three haptic types: impact (physical actions), notification (outcomes), selection (UI changes)
  • Haptics should be subtle and meaningful---never constant or annoying

Product applications:

ContextGesture/Haptic PatternExample
NavigationSwipe right from left edgeSystem back gesture
ModalsSwipe down to dismissSheet dismissal
ListsPull to refresh, swipe for actionsRefresh content, delete row
Confirmation.success haptic on completionPayment confirmed
SelectionSelection haptic on toggle/pickPicker wheel scroll

Copy patterns:

  • UIImpactFeedbackGenerator(style: .medium) for physical interactions; UISelectionFeedbackGenerator() for UI state changes
  • UINotificationFeedbackGenerator() with .success, .warning, .error for outcomes
  • Call .prepare() before triggering haptics to minimize latency

See references/gestures.md when wiring gestures or animation---the full reserved-gesture table, haptic-generator recipes, and standard animation timing/curves.

Common Mistakes

MistakeWhy It FailsFix
Overriding standard gesturesBreaks muscle memory for swipe-back, pull-refreshUse system gestures as intended; custom gestures only for supplementary actions
Touch targets under 44ptMis-taps, frustration, accessibility failuresMake all interactive elements at least 44 x 44pt
Ignoring safe areasContent hidden behind notch, Dynamic Island, home indicatorRespect safe area insets; .ignoresSafeArea() only for backgrounds
Using Android patterns on iOSHamburger menus, top tabs, FABs feel foreignUse tab bars, bottom sheets, native iOS components
Skipping Dark ModeBroken layouts, unreadable text for Dark Mode usersUse semantic colors; test both appearances
Hardcoding font sizesBreaks Dynamic Type, excludes low-vision usersUse semantic text styles (.title, .body, .caption) throughout
Low contrast textFails WCAG AA; unreadable in sunlightMaintain 4.5:1 minimum; test with Increase Contrast
Not testing on real devicesSimulator misses performance, haptics, safe area edge casesTest on physical devices at smallest and largest sizes

Quick Diagnostic

Audit any iOS interface design:

QuestionIf NoAction
Does the layout respect safe areas on all device sizes?Content hidden behind hardwareAudit on iPhone SE and Pro Max; fix insets
Are all touch targets at least 44 x 44pt?Mis-taps and accessibility failuresIncrease tap areas; .frame(minWidth: 44, minHeight: 44)
Does the app work fully in Dark Mode?Broken/unreadable UI for Dark Mode usersReplace hardcoded colors with semantic system colors
Does text scale properly with Dynamic Type?Excludes low-vision usersUse semantic text styles; test at largest setting
Can a VoiceOver user complete every task?App inaccessible to blind usersAdd labels, values, hints to all interactive elements
Are navigation patterns native iOS?App feels foreignReplace hamburger menus with tab bars; standard push/modal navigation

Beyond Core UI

The eight framework sections above each link their deep-dive reference inline at the point of need. Three further references cover system surfaces that sit outside the on-screen UI:

  • See references/privacy-permissions.md when the app requests camera, location, contacts, or any protected resource---request timing, pre-permission priming screens, usage-string wording, and the denied-permission recovery path.
  • See references/widgets-extensions.md when building a Home Screen widget, App Clip, Live Activity, or share/action extension---supported sizes and per-surface design constraints.
  • See references/system-integration.md when wiring the app into the OS---Siri/Shortcuts intents, Handoff, drag-and-drop, universal links, and Spotlight indexing.

Further Reading

For the complete guidelines, platform-specific guidance, and latest updates:

About the Author

The Apple Human Interface Guidelines are written and maintained by Apple's Human Interface Design team, one of the most influential design organizations in technology. First published in 1984 alongside the original Macintosh, the HIG established principles---direct manipulation, consistency, user control---that defined graphical interface design and have evolved through iPhone, iPad, Apple Watch, and Vision Pro. It remains freely available at developer.apple.com as the essential reference for Apple platforms.

© wondelai, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 11 other files (references) in ios-hig-design of wondelai/skills.

  • SKILL.md
  • references/accessibility.md
  • references/app-icons.md
  • references/colors-depth.md
  • references/components.md
  • references/gestures.md
  • references/keyboard-input.md
  • references/navigation.md
  • references/privacy-permissions.md
  • references/system-integration.md
  • references/typography.md
  • references/widgets-extensions.md

Open the folder on GitHubat commit c172996

Compare with similar skills

iOS Hig Design next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

iOS Hig Design compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
iOS Hig Design this skillwondelai/skills2.4k—~5.1kAutomated safety check: PassMIT
Hig Project Contextraintree-technology/hig-doctor1445 repos~1.2kAutomated safety check: PassMIT
Hig Components Contentraintree-technology/hig-doctor1445 repos~1.3kAutomated safety check: PassMIT
iOS Design Guidelinesehmo/platform-design-skills606—~9kAutomated safety check: PassMIT
Aipay Frontend ThemeOpenAIPay/openaipay129—~386Automated safety check: PassNone
iOS Accessibilitydpearson2699/swift-ios-skills1.2k—~4.6kAutomated safety check: PassCustom licence

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Works with

Questions about iOS Hig Design

What does iOS Hig Design do?

Design native iOS interfaces following Apple Human Interface Guidelines. iOS Hig Design is an agent skill from wondelai/skills. Design native iOS interfaces following Apple Human Interface Guidelines.

When should I use iOS Hig Design?

iOS Hig Design fits situations like: the user mentions iPhone app; haptic feedback; IOS accessibility; make my app feel native.

How do I install iOS Hig Design in Claude Code?

Run `npx skills add wondelai/skills --skill ios-hig-design -a claude-code`. Or copy the skill folder (ios-hig-design in wondelai/skills) into .claude/skills/ios-hig-design in your project. Claude Code loads it when a task matches its description.

How do I install iOS Hig Design in Codex?

Run `npx skills add wondelai/skills --skill ios-hig-design -a codex`. Or copy the skill folder (ios-hig-design in wondelai/skills) into .agents/skills/ios-hig-design in your project. Codex loads it when a task matches its description.

Can I use iOS Hig Design in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add wondelai/skills --skill ios-hig-design -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ios-hig-design, .gemini/skills/ios-hig-design, .github/skills/ios-hig-design and .opencode/skills/ios-hig-design in your project.

What does iOS Hig Design need to run?

SKILL.md names no scripts, command-line tools or credentials: iOS Hig Design is instructions for the agent only.

Does iOS Hig Design access the network?

SKILL.md names 2 domains. As links in the text: developer.apple.com and amazon.com. This is read from the text; nothing was executed.

Is iOS Hig Design safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does iOS Hig Design use?

iOS Hig Design is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does iOS Hig Design use?

About 5.1k tokens (SKILL.md is roughly 20k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 17k tokens, read only when the agent opens those files.

What are the alternatives to iOS Hig Design?

Skills that share tags, products or a category with iOS Hig Design: Hig Project Context (raintree-technology/hig-doctor, 144 stars), Hig Components Content (raintree-technology/hig-doctor, 144 stars), iOS Design Guidelines (ehmo/platform-design-skills, 606 stars) and Aipay Frontend Theme (OpenAIPay/openaipay, 129 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains iOS Hig Design?

wondelai (a GitHub organization) maintains it in wondelai/skills, which has 2,371 GitHub stars. The repository holds 62 skills in this directory. The repository was last updated on September 10, 2026.

Source: wondelai/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.