maui-accessibility
Guide for making .NET MAUI apps accessible — screen reader support via SemanticProperties, heading levels, AutomationProperties…
Apply medium-specific UX reasoning for TABLET applications: the hybrid medium that is touch-first but large-screen, often two-handed, sometimes with an attached keyboard/pointer, and capable of multi-pane and split-view multitasking. Use alongside ux-first-principles when the
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Apply medium-specific UX reasoning for TABLET applications: the hybrid medium that is touch-first but large-screen, often two-handed, sometimes with an attached keyboard/pointer, and capable of multi-pane and split-view multitasking. Use alongside ux-first-principles when the
name: ux-tablet description: "Apply medium-specific UX reasoning for TABLET applications: the hybrid medium that is touch-first but large-screen, often two-handed, sometimes with an attached keyboard/pointer, and capable of multi-pane and split-view multitasking. Use alongside ux-first-principles when the target is a tablet (iPad or Android tablet) and the decision is affected by touch sizing, large-screen density, two-handed reach, multi-pane layout, or intermittent pointer/keyboard. USE FOR: 'design a tablet app', 'lay out this iPad screen', 'should this be one pane or two on tablet', multi-pane and split-view layout, two-handed reach, large touch-screen density. DO NOT USE FOR: the invariant principles (use ux-first-principles); phone or desktop layouts (use ux-mobile or ux-desktop); picking colors, fonts, or platform chrome (use a styling/execution skill)."
A thin medium layer, and the trickiest of the three — tablet is a genuine hybrid that inherits rules from both neighbors and contradicts each of them in places. The reasoning lives in `ux-first-principles`; read it first or alongside. Here is what the tablet *medium* changes.
Touch-first input on a large screen, frequently held two-handed (or propped), often with an attached keyboard and/or pointer *some of the time*, and capable of showing two or more panes at once and running split-view alongside another app. The defining trait is **intermittency**: the same app may be pure-touch in one moment and pointer-plus-keyboard the next, fullscreen now and half-width in split-view a moment later.
**Inherits from mobile (touch is the baseline assumption):**
**Inherits from desktop (the screen is large):**
1. **Two-handed reach reshapes the comfortable zones.** Held in two hands in landscape, the comfortable touch areas shift to the left and right edges and the bottom; the center-top is the hardest to reach. This is different from the phone's single bottom-center thumb zone. Place primary controls along the reachable edges, not stranded in the middle of a wide screen.
2. **Adaptive layout is the core decision.** The central tablet question is "one pane or two (or more), and what happens when width changes?" Decide the breakpoints by content and reachability, and make panes collapse/expand gracefully between fullscreen and split-view. A tablet design that only works fullscreen is unfinished.
Mechanical per-platform substitutions, handled in styling / at render time (e.g., by .NET MAUI), not reasoned from principles:
**Everything else — including structural choices like single-pane vs. master-detail, where the navigation lives, and how panes adapt — is a design decision. Reason it from first principles and commit to ONE answer that works across tablet platforms. Do not fork the structure per OS.**
This optimizes for a coherent cross-platform product over maximal single-OS idiomaticity — the right trade-off for cross-platform work, and especially natural on tablet where the master-detail idiom is shared across platforms. It bites only an app whose whole value proposition is feeling 100% hand-built-native on one OS.
A collection of 41 skills for .NET MAUI development, UI/UX design reasoning, and Xamarin migration, designed for use with GitHub Copilot CLI and Claude Code.
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