I’ve worked on multi-platform native apps (not using cross platform tools like flutter or react) at a few different companies. Each app has been developed in the same way: Components like top and bottom navigation are native iOS or Android navigation elements, with changes to typography and colors to match the design system. The content and UI inside every screen, excluding top and bottom nav, are designed to be identical across platforms. Every UI component in the design system has versions developed natively for iOS, Android, and web with the goal of parity. Navigation behavior, animations, and elements like modals are platform native, for example iOS modals show black at the top. Answer from ggenoyam on reddit.com
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Apple Developer
developer.apple.com › design
Design - Apple Developer
Find documentation and resources for designing great apps for Apple platforms.
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Xcode includes everything you need to develop, test, and distribute apps across all Apple platforms.
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This neutral, flexible, sans-serif typeface is the system font for Apple platforms. SF Pro features nine weights, variable optical sizes for optimal legibility, four widths, and includes a rounded variant. SF Pro supports over 150 languages across Latin, Greek, and Cyrillic scripts. ... Sharing many features with SF Pro, SF Compact features an efficient, compact design ...
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Design Systems
designsystems.surf › design-systems › apple
Apple HIG (Human Interface Guidelines) Design System
DesignSystems.surf helps you find Apple's Design System fast. Access UI guidelines, toolkits, and resources for iOS, macOS, watchOS, tvOS, and visionOs.
Discussions

Does anyone use a corporate design system with both Apple HIG and Material UI?
I’ve worked on multi-platform native apps (not using cross platform tools like flutter or react) at a few different companies. Each app has been developed in the same way: Components like top and bottom navigation are native iOS or Android navigation elements, with changes to typography and colors to match the design system. The content and UI inside every screen, excluding top and bottom nav, are designed to be identical across platforms. Every UI component in the design system has versions developed natively for iOS, Android, and web with the goal of parity. Navigation behavior, animations, and elements like modals are platform native, for example iOS modals show black at the top. More on reddit.com
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October 5, 2024
ios - Does Apple's Design Language have a name? - Stack Overflow
Google has Material Design, Microsoft has Fluent and (unofficially) Metro. About two decades ago, the User Interface for Mac OS X was called Aqua but I do not see this term used in practice as much More on stackoverflow.com
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Blindly following Apple's design guidelines
"well Apple does it this way and Android really isn't known for its UX so..." I'd point out that this mentality is the reason why UX on Android is all over the place. I'd then gently remind them that: Android is the biggest platform by a huge margin They lack empathy with users that do not use the same platform as them, and hence Fundamentally should not be working with UX, which is fundamentally about empathy. This might not be the most productive approach, however. An approach that is more likely to achieve your goals of providing good UX on Android would be to: Become an expert on the particulars of how Android apps "should" behave Push for a design system that does not break any expected Android behaviours Work tightly with your designers to ensure that their designs can be correctly expressed using the Android design system This is not an easy problem to solve, unfortunately. I wish you luck. More on reddit.com
🌐 r/androiddev
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July 28, 2020
Get to know the new design system
The new design looks a lot better here than it did in the keynote. More on reddit.com
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April 14, 2025
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Apple
apple.com › ca › newsroom › 2025 › 06 › apple-introduces-a-delightful-and-elegant-new-software-design
Apple introduces a delightful and elegant new software design - Apple (CA)
1 week ago - It also shines in system experiences, such as the Lock Screen, Home Screen, notifications, Control Center, and more. The new material, Liquid Glass, combines the optical qualities of glass with a fluidity only Apple can achieve, as it transforms depending on the content or context. Driven by the goal of bringing greater focus to content that’s instantly familiar, Apple’s design team considered every aspect of Apple’s platforms to identify improvements that could be made across the board.
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Reddit
reddit.com › r/uxdesign › does anyone use a corporate design system with both apple hig and material ui?
r/UXDesign on Reddit: Does anyone use a corporate design system with both Apple HIG and Material UI?
October 5, 2024 -

I’ve used design systems that were based on Material and used on web and all mobile apps. I’m hearing that using Apple’s HIG components is a better solution for iOS apps for both users and developers. However, it seems like you’d be limited in how much you can customize fonts, colors, etc. Plus it seems like every time you want to update something, you have to manage two component libraries.

Is this the recommended way of building out components? Upsides/downsides? Thanks.

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Figma
figma.com › community › file › 1385659531316001292 › ios-18-and-ipados-18
iOS 18 and iPadOS 18 | Figma
Updated March 21, 2025 Apple’s iOS 18 and iPadOS 18 UI kit for Figma helps you quickly and easily create highly accurate iPhone and iPad design comps and user flows. The kit contains components for all common controls and views, design templates, ...
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Figma
figma.com › community › file › 1251588934545918753 › apple-design-resources-macos
Apple Design Resources - macOS | Figma
Updated March 21, 2024 See the Change Log for details Apple’s official macOS design kit for Figma contains a comprehensive set of components, views, system interfaces, text styles, color styles, and materials.
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Uxcel
app.uxcel.com › courses › apple-hig › design-principles-of-apple-platforms-037
Design Principles of Apple Platforms course lesson
Learn high-demand product skills in just 5 minutes a day with interactive courses, projects, assessments that actually work.
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Medium
medium.com › design-bootcamp › apples-all-new-design-language-986cdc4c29b4
Apple’s all new design language
March 17, 2025 - Over the year’s Apple has revolutionized the industry over and over. In terms of UI’s they did it multiple times with Lisa (Personal computing), iPhone (Mobile Computing), Lately Vision pro (Spatial computing) and so many other iterations in between. I think we can agree that the Introduction of iOS 7 set the path for GUI’s for the past decade, But i think it’s about time. ... Design is not just what it looks like and feels like.
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UX Design
uxdesign.cc › did-apple-abandoned-its-own-design-heuristics-accessibility-principles-2d616ed7ace5
Did Apple abandon its own design heuristics & accessibility principles? | UX Collective
June 12, 2025 - It was built on solid design principles and usability heuristics — like Jakob Nielsen’s heuristics and rules for clarity, consistency, and feedback. I’m convinced these principles are what made Apple’s interfaces intuitive, accessible, and ultimately so popular. On top of the benefits for users, it gave developers a clear set of constraints — tight enough to ensure consistency across the system, yet flexible enough to leave room for creative expression and experimentation.
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Apple Developer
developer.apple.com › ios › whats-new
What’s New - iOS - Apple Developer
... Built into the core of Apple operating systems, Apple Intelligence is the personal intelligence system that helps people get things done through features like Writing Tools, Genmoji, and Image Playground.
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Page Flows
pageflows.com › resources › apple’s human interface guidelines: designing for ios
Apple’s Human Interface Guidelines | Page Flows
October 26, 2024 - Apple’s exceptional usability and clean aesthetics are no accident, especially because the tech giant places so much emphasis on visuals. Apple’s Human Interface Guidelines (HIGs) govern what designers create, ensuring that users always enjoy the user experience on Apple products.
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Learn UI Design
learnui.design › blog › ios-design-guidelines-templates.html
iOS 17 Design Guidelines: Illustrated Patterns (+ free templates)
iPhone design guidelines for UI elements, typography, navigation, design patterns, and more · Downloadable resources · iPhone Figma template
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Apple Developer
developer.apple.com › sign-in-with-apple › usage-guidelines-for-websites-and-other-platforms
Usage Guidelines for Website and Other Platforms - Sign in with Apple - Apple Developer
If Sign in with Apple is enabled ... other platforms by using Sign in with Apple JS — a system-provided JavaScript API. An app on the App Store is required in order to use this API. ... Your website or app must follow the design guidelines for account setup, the sign-in ...
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GitHub
github.com › hosseini-rtr › apple-design-principles
GitHub - hosseini-rtr/apple-design-principles: Apple Interface Design
You can download these resources from the Apple Developer website: https://developer.apple.com/design/resources/ Figma iOS Design System: This is a comprehensive design system that includes UI elements, templates, and components specifically ...
Author   hosseini-rtr
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Reddit
reddit.com › r/androiddev › blindly following apple's design guidelines
r/androiddev on Reddit: Blindly following Apple's design guidelines
July 28, 2020 -

Background: My company has a native iOS and Android app. I'm lead for the Android project. Our design documents for new features and UI usually based on iOS because the designers all have iPhones and the company doesn't have the resources to make mockups for both platforms.

I often have to fight for variations to be accepted in the Android implementation. Sometimes the fight is easy, but there are still many times where I get push back with the argument "well Apple does it this way and Android really isn't known for its UX so..." I'm told to just do it the Apple way.

Today: I won't go into the details, but basically I argued for a change based on Android standards, and because the design doc just didn't make sense. I was shot down because the design was "based on Apple" and therefore better. So I conceded in the conversation, but went to look up the Apple design after the meeting: their design is the same as my suggestion and Android's, but the designer fudged it up in our design document.

How do you all deal with this kind of "Apple did it this way and even if it doesn't make sense to us, Apple knows best" mentality?

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MoldStud
moldstud.com › articles › it services › custom ios app development for apple devices › designing apps with apple human interface guidelines - best practices for developers
Designing Apps with Apple Human Interface Guidelines - Best Practices for Developers
March 6, 2024 - According to Apple’s guidelines, icons should be designed at a minimum resolution of 1024 x 1024 pixels to avoid pixellation on any device. Implementing an adaptive icon design is a key strategy–ensuring icons are recognizable and functional at sizes ranging from 20 x 20 to 1024 x 1024 pixels. Adhere to a grid system, specifically a 1-pixel grid, for precise alignment of elements.
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Figma
figma.com › community › file › 1253443272911187215 › apple-design-resources-visionos
Apple Design Resources - visionOS | Figma
Updated January 21, 2025 See the Change Log for details Apple’s initial visionOS design kit for Figma contains a comprehensive set of UI components, views, system interfaces, text styles, color styles, and materials. All of the core ingredients you need to quickly create highly realistic ...