visionos-design-guidelines

Audit visionOS apps for spatial UI and interaction design compliance.

486|29|Updated Feb 1, 2026
One-click install
npx skills add https://github.com/ehmo/platform-design-skills --skill visionos-design-guidelines-ehmo
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: visionos-design-guidelines
Source: https://github.com/ehmo/platform-design-skills/tree/main/skills/visionos
Command: npx skills add https://github.com/ehmo/platform-design-skills --skill visionos-design-guidelines-ehmo

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Apple Vision Pro design complexity requires consistent guidelines to ensure safe, comfortable, and accessible spatial UI across devices and immersive modes.

Core Features & Use Cases

  • Coverage across Spatial Layout, Eye & Hand Input, Windows, Volumes, Immersive Spaces, Materials & Depth, Ornaments.
  • Use Cases: auditing a VisionOS app for HIG-compliance; guiding UI/UX decisions during development; validating asset usage and interaction patterns.

Quick Start

Apply these guidelines to review a VisionOS project: check window behavior, spatial layout, and input patterns; ensure materials follow glass layering and vibrancy; verify ornaments placement and absence of head-locked UI.

Frequently Asked Questions about visionos-design-guidelines

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I audit a visionOS app for spatial UI and HIG compliance?

Auditing a visionOS app involves checking window behavior, spatial layout, and input patterns. You must ensure materials use system glass layering, verify ornament placement, and confirm the absence of head-locked UI.

What are the design guidelines for eye and hand interaction in visionOS?

Eye and hand interaction guidelines enforce safe and comfortable spatial UI by defining input patterns for shared and full-immersion modes. They ensure accessible interaction models across immersive spaces and RealityKit-based experiences.

How do I use system glass materials and depth in visionOS design?

System glass materials and depth are applied by following glass layering and vibrancy rules for window elements. This ensures consistent visual hierarchy and comfortable spatial UI across different immersion levels.

When should I use ornaments versus standard windows in visionOS?

Ornaments are used for contextual controls attached to windows, while standard windows manage primary app content. Validating ornament placement ensures controls remain accessible without becoming head-locked or disrupting the spatial layout.

Does visionOS design support multi-angle content layouts in scalable volumes?

Yes, visionOS design supports multi-angle content layouts within scalable volumes. This allows RealityKit-based experiences to present 3D content effectively across shared and full-immersion modes from various viewing angles.

What are the limitations of head-locked UI in visionOS immersive spaces?

Head-locked UI is restricted because it causes discomfort and breaks the spatial experience. The guidelines enforce the absence of head-locked elements, requiring designers to use windows and ornaments anchored in the environment instead.