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Platform guidelines: Apple HIG

Exercise apple-hig-annex.pdf · PDF

Today you dragged a file into a bin. You opened an Edit menu and found Undo, Cut, Copy and Paste, in that order, in an app you had never used before. Nobody taught you that app by app. Somebody wrote those rules down once, in a thin book, in 1987. You have been following it ever since, on computers its authors never saw.

Why should you care? Because the app you build this year will run on someone else's platform, and that platform has rules. The best way to understand them is to read the first rulebook: it is short, it explains its reasons, and almost every line of it is still true.

What you will learn

  • What platform interface guidelines are, and why each platform writes its own
  • Where Apple's Human Interface Guidelines come from: 1978, the Lisa, the Macintosh and the 1987 book
  • The ten design principles of the 1987 book, in Apple's own words
  • Why a mode confuses people, and when one is acceptable
  • What became of the book: today's HIG and Google's Material Design, in one minute
  • The trap: "following the guidelines" does not mean copying Apple's look on every platform

Every platform has its own driving rules

Think about driving. In Spain you drive on the right. In the UK you drive on the left. Neither is "wrong": both countries work fine, because everyone in the country follows the same rules. The disaster happens when one driver brings their home rules abroad.

Apps work the same way. The platform (iOS, Android, macOS, Windows...) is the country. Your app is the car. The guidelines are the country's highway code.

Platform interface guidelines are the official rules a platform's maker publishes so that every app on it looks and behaves in a familiar, predictable way.

When every app follows the same code, people learn it once and then use every app without thinking. That is the consistency you met with Nielsen's heuristics on the previous page, applied to a whole platform.

Platform Guidelines Published by
iPhone, iPad, Mac, Apple Watch, Apple TV, Vision Pro Human Interface Guidelines (HIG) Apple
Android (and many web apps) Material Design Google

Careful: guidelines are not laws

The 1987 book says it itself: "These guidelines are not the last word on this subject." Breaking one will not stop your app from compiling. But every rule you break is a rule your users must unlearn for your app alone. The book's own example of going too far: an app where Command-S means "shut down without saving" instead of "save".

The first highway code

In the 1970s, using a computer meant typing. You memorised commands and wrote them on a black screen, one line at a time. That is a command-line interface: nothing on the screen tells you what you can do. You either remember the command or you are stuck.

Apple wanted computers for people who were not programmers. Getting there took ten years:

flowchart LR
    A["<b>1978</b><br>first guidelines<br>for the Apple II"] --> B["<b>1983 · Lisa</b><br>menu bar, mouse,<br>trash can"]
    B --> C["<b>1984 · Macintosh</b><br>the same ideas<br>on a cheaper machine"]
    C --> D["<b>1985</b><br>a chapter in<br>Inside Macintosh"]
    D --> E["<b>1987</b><br>the book:<br>ten principles"]
  • 1978. Steve Jobs sees a program written by Bruce Tognazzini and has him hired in June as Apple's first applications software engineer. In September, Tognazzini publishes the first edition of Apple's human interface guidelines, for the Apple II. He stays 14 years and writes eight editions.
  • 1983, the Lisa. Apple's first computer with a mouse. According to the 1987 book, the Lisa introduced the menu bar, the one-button mouse, dialog boxes, the Clipboard and the trash can. It built on research from the 1960s at SRI (where the mouse was born) and from the early 1970s at Xerox PARC (overlapping windows and icons).
  • 1984, the Macintosh. The same ideas on a less expensive machine.
  • 1985. The rules for Macintosh apps are a chapter, "User Interface Guidelines", inside the programmers' manual Inside Macintosh.
  • 1987. The chapter becomes its own book: Human Interface Guidelines: The Apple Desktop Interface (Addison-Wesley). It covers "all computers in the Apple II and Macintosh product lines" and it is signed by two teams: the Human Interface Group and the Technical Publications Group.

The Apple Desktop Interface is the name the 1987 book gives to the whole system it describes: a desktop with windows, icons, menus and a pointer.

The book has three chapters: Philosophy (why), Elements of the Desktop Interface (what: windows, menus, the pointer, colour, sound) and Specifications (exactly how each one behaves). The whole book is in Resources (a scan from the Internet Archive).

The foreword puts design in its place: "Human interface design should come first, not last." And the first chapter explains who the rules are for:

"People aren't trying to use computers — they're trying to get their jobs done."

A highway code written for drivers, not mechanics

The book notes that "not very long ago, most users of personal computers were also programmers". Its whole point is that this stopped being true. A highway code is not written for the people who build engines. It is written for everyone who needs to get somewhere.

The ten principles of 1987

Chapter 1 lists "the ten fundamental principles of the Apple Desktop Interface". They are the spirit of the highway code: the reasons behind the signs. The middle column is quoted from the book.

# Principle In the book's words Where you still see it
1 Metaphors from the real world "Use concrete metaphors and make them plain." Folders, a desktop, a bin: you guess what they do before anyone explains.
2 Direct manipulation "People expect their physical actions to have physical results." You drag a photo and it moves under your finger.
3 See-and-point (instead of remember-and-type) "Users select actions from alternatives presented on the screen." You pick Rename from a menu instead of typing a command.
4 Consistency Apps are "both consistent within themselves and consistent with one another." Copy and paste work the same in every app.
5 WYSIWYG "There should be no significant difference between what the user sees on the screen and what eventually gets printed." The document on screen looks like the page that comes out of the printer.
6 User control "The user, not the computer, initiates and controls all actions." The app warns you, but lets you go ahead if you confirm.
7 Feedback and dialog "Keep the user informed. Provide immediate feedback." A progress bar while a file uploads.
8 Forgiveness "Users make mistakes; forgive them." Undo, and a bin you can take things back out of.
9 Perceived stability An environment that "remains understandable and familiar rather than changing randomly." A menu item you can't use right now turns grey; it does not vanish.
10 Aesthetic integrity "Visually confusing or unattractive displays detract from the effectiveness of human-computer interactions." A screen where different things look different, and nothing is a mess.

Four of these are worth a closer look, because the words are new.

Metaphor. A metaphor here is an everyday object borrowed to explain a computer one. You have never seen a "directory", but you know what a folder is. The book warns that the trick has a limit: the metaphor "need not be taken to its logical extremes", and "photographic realism isn't essential".

Direct manipulation and see-and-point. Direct manipulation means you act on the thing itself, on the screen, and watch it react. See-and-point means the options are visible and you choose one. The book's order is "noun-then-verb": first select the object (this file), then the action (delete). It also keeps the fast lane open: a keyboard shortcut is "an alternative to the see-and-point approach — not a substitute for it".

WYSIWYG stands for "what you see is what you get". The book even tells you how to say it: wizzy-wig.

Perceived stability. People need landmarks. The menu bar stays at the top. Commands stay in their place. On a road, a sign that moves every night is worse than no sign.

Careful: forgiveness is not a wall of warnings

You might think forgiving users means asking "Are you sure?" all the time. The book says the opposite: "If the user is subjected to a barrage of alert messages, something is wrong with the program design." Forgiveness means actions are reversible. A warning is only for the few that are not.

You have seen these before

Read the book's explanation of see-and-point: "Users rely on recognition, not recall; they shouldn't have to remember anything the computer already knows."

Sound familiar? It is Nielsen's heuristic 6, recognition rather than recall. But this book is from 1987. Nielsen and Molich published their list in 1990, and the ten heuristics you learned are from 1994.

Apple, 1987 Nielsen, 1994
Metaphors from the real world 2 · Match between the system and the real world
See-and-point 6 · Recognition rather than recall
Consistency 4 · Consistency and standards
User control, Forgiveness 3 · User control and freedom
Feedback and dialog 1 · Visibility of system status
Aesthetic integrity 8 · Aesthetic and minimalist design

Two lists, written by different people, landing on the same ideas. That is not a coincidence, and nobody copied anybody's homework. Good design rules keep being rediscovered because they describe people, and people's brains do not change between companies.

The rule hiding in chapter one: modes

After the ten principles, the same chapter adds a rule for programmers. It is called modelessness:

A mode is a state in which the same action does something different from what it normally does.

You know one. Press Caps Lock by accident and type your password: same keys, different letters, "wrong password". You were in a mode and did not notice.

The book's rule: "With few exceptions, a given action on the user's part should always have the same result". Its reason: people do not "operate modally in real life", so modes make computers feel "unnatural and unfriendly".

Modes are not banned. A paint app where you pick the pencil, then the eraser, is fine, because real drawing tools work like that. But the book sets conditions:

A mode is acceptable if... Example
It copies a real-life situation that is itself modal Choosing the pencil or the eraser in a paint app
You must keep doing something to stay in it Holding Shift to extend a selection
There is "a clear visual indication of the current mode" The pointer turns into a pencil or an eraser
It is "very easy to get into or out of" One click on another tool

And one rule with no exceptions: "No mode should ever prevent a user from saving a document or quitting the application."

What happened to this rule

In 1992 Apple published a much bigger edition, Macintosh Human Interface Guidelines. Its list of principles is the same ten plus an eleventh: modelessness, promoted from the programmers' section.

The HIG today, in one minute

The highway code has been updated many times since. The current edition is not a book but a website: developer.apple.com/design/human-interface-guidelines. It covers every Apple device, and since June 2026 it lists eight design principles: purpose, agency, responsibility, familiarity, flexibility, simplicity, craft and delight.

Read them next to the 1987 list and you will recognise the family. Agency asks you to help people "recover from mistakes": that is forgiveness. Familiarity asks for consistency and feedback.

Two words you will meet in tutorials about the years in between:

  • Skeuomorphism: making digital things imitate real objects, down to fake leather, paper and wood. It is the 1987 metaphor taken to the extreme the book warned about. Apple dropped it with iOS 7 in 2013.
  • Liquid Glass: the translucent material Apple introduced in June 2025 for controls and navigation, which float on their own layer above the content.

Apple is not the only country with a highway code. Google's is Material Design, announced in 2014. Same destination, different signs:

Apple HIG Google Material Design
Main platforms iOS, iPadOS, macOS, watchOS, tvOS, visionOS Android, plus web and other platforms
Size unit point (pt) density-independent pixel (dp)
Recommended touch target 44 × 44 pt 48 × 48 dp
Where it lives developer.apple.com/design m3.material.io

A point and a dp do the same job: each stays about the same physical size on any screen, whatever its number of pixels. And look at the touch-target row: two companies landed on almost the same number, because a human fingertip is the same size on both platforms.

The trap: one app, two countries

If your app runs on both iPhone and Android, do not force the iPhone look onto Android, or the other way round. That is the driver who crosses the border and keeps driving on the other side. Keep your brand (colors, logo, voice) the same everywhere, and let the controls and navigation follow each platform's rules.

Key takeaways

  • Platform interface guidelines are the platform's highway code: follow them and people use your app without having to learn it.
  • Apple's guidelines start in 1978 with Bruce Tognazzini and the Apple II; the 1987 book Human Interface Guidelines: The Apple Desktop Interface is the first one for the desktop you still use.
  • Its ten principles: metaphors, direct manipulation, see-and-point, consistency, WYSIWYG, user control, feedback and dialog, forgiveness, perceived stability and aesthetic integrity.
  • Several of them match Nielsen's heuristics, published years later: good rules describe people, so they get rediscovered.
  • A mode makes the same action do different things. Avoid modes, or make them visible and easy to leave.
  • Today's HIG is a website with eight principles, and Material Design is Google's equivalent: keep your brand, but follow each platform's rules.

Quick check

1. What are platform interface guidelines?
  • The official rules a platform's maker publishes so apps on it look and behave in a familiar way
  • A law that makes the app store reject any app with a different design
  • The code library you need to compile an app for a platform
  • A list of the most downloaded apps on a platform, to copy their design

Platform interface guidelines are the platform's highway code. They are advice, not law: breaking one doesn't stop your app from working, but it forces your users to learn an exception just for you.

2. What is the 1987 book Human Interface Guidelines: The Apple Desktop Interface?
  • Apple's rulebook for app makers, covering the Macintosh and Apple II lines, with ten design principles
  • The user manual that came in the box with the first Macintosh
  • The first guidelines Apple ever wrote
  • Jakob Nielsen's book of ten usability heuristics

The book was written for developers, so that every app would feel familiar. It was not Apple's first set of guidelines: Bruce Tognazzini published those in 1978 for the Apple II. And Nielsen's heuristics came later, in 1990 and 1994.

3. Which of these is one of the ten principles of the 1987 book?
  • Forgiveness
  • Liquid Glass
  • Skeuomorphism
  • Delight

Forgiveness: "Users make mistakes; forgive them." Liquid Glass is a material from 2025, skeuomorphism is the fake-leather style Apple dropped in 2013, and delight is one of the eight principles of the current HIG.

4. In a file manager, you right-click a file and choose Rename from the list that appears, instead of typing a rename command. Which 1987 principle is this?
  • See-and-point (instead of remember-and-type)
  • WYSIWYG
  • Perceived stability
  • Aesthetic integrity

With see-and-point the options are on the screen and you choose one: first the noun (the file), then the verb (Rename). The book's reason: "Users rely on recognition, not recall." A command-line interface asks you to remember and type.

5. What does the 1987 book say about showing lots of alert messages?
  • If users get a barrage of alerts, something is wrong with the program design
  • Every action should ask for confirmation, to be safe
  • Alerts are forbidden: an app must never interrupt the user
  • Alerts are only acceptable in games

Forgiveness means actions are reversible (Undo, a bin you can empty later), so most warnings are unnecessary. A warning is for the few actions that cannot be undone.

6. Why does the 1987 principle “see-and-point” sound like Nielsen's heuristic “recognition rather than recall”?
  • Both describe how people's memory works, so different authors reached the same rule
  • Because Apple copied the heuristic from Nielsen's 1994 list
  • Because both were written by Bruce Tognazzini
  • It is a coincidence: the two ideas have nothing in common

The Apple book is from 1987; Nielsen and Molich's list is from 1990 and the ten heuristics from 1994, so Apple could not have copied them. Good design rules describe people, and that is why they keep being rediscovered.

7. You press Caps Lock by accident and your password is rejected. What does the 1987 book call this kind of problem, and what does it ask for?
  • A mode: avoid it, or show it clearly and make it easy to leave
  • A metaphor: make it look more like a real object
  • A lack of WYSIWYG: print the password to check it
  • A lack of aesthetic integrity: choose a nicer font

A mode makes the same action (pressing a key) give a different result. The book asks for "a clear visual indication of the current mode", which is why many login screens show a "Caps Lock is on" warning.

8. Your team builds a to-do app for both iPhone and Android. Select the two good decisions.
  • Keep the same logo, colors and tone of voice on both platforms
  • Let navigation and standard controls follow the HIG on iPhone and Material Design on Android
  • Design once in the iPhone style and ship the identical screens on Android
  • Invent your own controls so the app looks the same everywhere and stands out

Two countries, two highway codes. Your brand travels with you, but the controls and navigation should follow each platform's guidelines, because that is what its users already know. Copying one platform's look onto the other is driving on the wrong side of the road.

Now you know the highway code and where it came from. But some drivers can't see the signs, or can't use a steering wheel. The 1987 book already had a section called "Designing for disabled people". Next: Accessibility, where WCAG 2.2 and EN 301 549 make sure your app works for everyone.