app-store
App Store optimization and marketing skills for descriptions, screenshots, keywords, review responses, and comprehensive promotional strategy. Use when user…
Designing for visionOS — spatial layout and ergonomics (60pt eye targets, field-of-view placement, dynamic scale), eyes-and-hands input with hover rules, motion and visual comfort (the 0.2 Hz rule, vection, depth-cue agreement), immersion strategy, spatial sound, and the
$ npx -y skills add rshankras/claude-code-apple-skills --skill spatial-design --agent claude-codeHow it fires
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Designing for visionOS — spatial layout and ergonomics (60pt eye targets, field-of-view placement, dynamic scale), eyes-and-hands input with hover rules, motion and visual comfort (the 0.2 Hz rule, vection, depth-cue agreement), immersion strategy, spatial sound, and the
name: spatial-design description: Designing for visionOS — spatial layout and ergonomics (60pt eye targets, field-of-view placement, dynamic scale), eyes-and-hands input with hover rules, motion and visual comfort (the 0.2 Hz rule, vection, depth-cue agreement), immersion strategy, spatial sound, and the video-format decision guide. Use when designing or reviewing any visionOS app, window, volume, or immersive experience. allowed-tools: [Read, Write, Edit, Glob, Grep] last_verified: 2026-07-16 review_by: 2027-06-22
The design rules that make a visionOS app comfortable instead of exhausting — distilled from Apple's spatial-design sessions (WWDC23–26). Widget-specific rules live in `visionos/widgets`; custom immersive-environment production and budgets live in `immersive-environments.md`.
Don't window a 2D app. Identify the one thing only possible on visionOS — the "key moment" — and build around it. Immersion has three approaches, and full immersion is not mandatory: full environments · integration with real surroundings (scene sensing) · meaningful audio.
easier than up/down. Center = primary content; edges = secondary, infrequent actions.
extended reading goes farther out, centered and slightly below eye line.
(they scale up as they move away). Never fixed scale for UI; keep custom UI facing the viewer.
back). Keep text flat; 3D text is hard to read at an angle.
lighting, and "can feel constricting." Elements on glass use vibrancy + white text/symbols; system colors over custom (they're calibrated for legibility). Brand color goes in backgrounds or whole buttons, not glyphs.
semibold), slightly increased tracking. Avoid small/lightweight custom fonts.
overlap the window's bottom edge **by 20pt**, borderless buttons inside · sheets appear centered at the parent's Z while the parent dims and pushes back · nested corners concentric (outer radius = inner + padding).
content should read toward the viewer; `rotation3DLayout` (not `rotation3DEffect`) when rotation must affect layout; `SpatialContainer`/`spatialOverlay` for shared 3D space; `scaledToFit3D()` for models.
element can be smaller if surrounding spacing makes up the difference. Standard buttons: 44pt + ≥8pt clearance; stacked buttons ≥16pt apart; list rows 4pt padding so hover effects don't overlap.
center text/glyphs with generous padding.
(never read-only data). Hover runs out-of-process: gaze stays private until a gesture.
flicker (reveal effects: ~0.8s in / 0.2s out); effects start from a visible element — no invisible hotspots; high-traffic controls (toolbars, table cells) use ONLY the standard highlight; keep an anchoring element static; respect Reduce Motion (swap for cross-fade).
Custom gestures must be explainable, repeatable without fatigue, distinct from system gestures, and false-positive-tested; map them to real-world actions.
direct touch is for up-close manipulation — compensate for missing tactility (raise buttons, brighten as the finger approaches, snap state + spatial sound on contact).
controls should persist while looked at.
double vision and fatigue. Beware repeating patterns (eyes lock onto different repeats).
Make big moving content semitransparent so passthrough anchors the viewer.
semitransparency, and honor Reduce Motion with an oscillation-free alternative.
predictable focus of expansion inside the field of view; never fast pure rotations — cut with a quick fade instead. Avoid close-r
A collection of Claude Code skills for iOS, macOS, watchOS, visionOS, and Apple platform development. These skills help you plan and build apps, maintain code quality, ensure HIG compliance, and guide you from idea to App Store.
Repo: rshankras/claude-code-apple-skills
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