Motion

FoundationsFoundations

Source: Apple Inc. Canonical content at https://developer.apple.com/design/human-interface-guidelines/motion. This file is a structured index of that content, snapshot 2025-02-02. Apple HIG text and imagery are © Apple Inc.; this repository provides organization and cross-referencing for AI agent consumption only.

Motion

Best practices

Add motion purposefully, supporting the experience without overshadowing it.

Make motion optional.

Providing feedback

Strive for realistic feedback motion that follows people’s gestures and expectations.

Aim for brevity and precision in feedback animations.

In apps, generally avoid adding motion to UI interactions that occur frequently.

Let people cancel motion.

Consider using animated symbols where it makes sense.

Leveraging platform capabilities

Make sure your game’s motion looks great by default on each platform you support.

Let people customize the visual experience of your game to optimize performance or battery life.

Platform considerations

visionOS

As much as possible, avoid displaying motion at the edges of a person’s field of view.

Help people remain comfortable when showing the movement of large virtual objects.

Consider using fades when you need to relocate an object.

In general, avoid letting people rotate a virtual world.

Consider giving people a stationary frame of reference.

Avoid showing objects that oscillate in a sustained way.

watchOS

Resources

Developer documentation

Videos

Change log


For the complete guidance, including worked examples and illustrations, see the canonical page: https://developer.apple.com/design/human-interface-guidelines/motion

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