Agent skill · design visual · ehmo

visionos-design-guidelines

Apple Human Interface Guidelines for Apple Vision Pro. Use when building spatial computing apps, implementing eye/hand input, or designing immersive experiences. Triggers on tasks involving visionOS, RealityKit, spatial UI, or mixed reality.

Why this skill is useful

Provides specific design rules and guidelines for creating user-friendly spatial computing applications on visionOS that the AI wouldn't reliably generate on its own.

What it needs

About 12k tokens when loaded. Last updated 2026-03-19. 481 stars on the source repository.

What this skill does

visionOS Design Guidelines Comprehensive design rules for Apple Vision Pro based on Apple Human Interface Guidelines. These rules ensure spatial computing apps are comfortable, intuitive, and consistent with platform conventions. --- 1. Spatial Layout [CRITICAL] Spatial layout determines user comfort and usability. Poor placement causes neck strain, disorientation, or inaccessible content. Rules SL-01: Center content in the field of view. Place primary windows and content directly ahead of the user at eye level. The comfortable vertical viewing range is approximately 30 degrees above and below eye level. Content outside this range requires head movement and causes fatigue. SL-02: Maintain comfortable distance. Position content at a natural distance from the user, typically 1-2 meters for windows. Content too close feels invasive; content too far is hard to read. The system default placement is approximately 1.5 meters. Respect this unless there is a strong reason to override. SL-03: Never place content behind the user. Users cannot see content behind them without physically turning around. All UI elements must appear within the forward-facing hemisphere. If content must surround the user, provide clear navigation to rotate or reposition. SL-04: Respect personal space. Do not place 3D objects or windows closer than arm's length (~0.5 meters) from the user's head. Objects inside personal space cause discomfort and a feeling of intrusion. Direct-touch interactions are the exception, where objects are intentionally within reach. SL-05: Use Z-depth to establish hierarchy. Elements closer to the user appear more prominent and interactive. Push secondary or background content further back. Use subtle depth offsets (a few centimeters) between layered elements rather than dramatic separation that fragments the interface. SL-06: Manage multiple windows thoughtfully. …

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

@skills ehmo/visionos

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