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Meetings color in calendar
Hi, starting from iOS18, it is impossible to differentiate between completed meetings and future meetings in calendar - almost the same color (unless I switch to dark mode). Is there a way to fix it or is it a human engineering bug?
Topic: Design SubTopic: General Tags:
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494
Oct ’24
Apple Air Pods Upgrade!
Good evening. I have come up with this amazing and revolutionary idea that is going to change the ent world for the better. I’m a 23 year old Design Engineer from Greece and I would like to come to direct contact with the Apple Design Team, in order to discuss this project and the best case scenario, sell it to you. The foldable iPhone is not a good idea. Its not revolutionary and it’s going to leave a big black mark in Apple history. With my idea, the whole world will see again the greatness of the biggest company in history.
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502
Dec ’24
How can a student start learning Apple’s approach to design?
Hello everyone, I'm 14 and absolutely enthusiastic about Apple — not only the products themselves, but the design nuance, the sense that everything has been well thought-out, and even stuff like Fitness+ and the Tips app. I love how much attention Apple pays to making every aspect of the experience feel deliberate and cohesive. My dream is to eventually become an Apple employee, specifically in design (maybe even retail for the beginnin). I know that I am young right now, but I would like to start learning as soon as possible. To you all who have experience with design or anything else, what are a few things or habits one my age should focus on learning to strengthen in the right direction? to maybe reach this dream Any assistance or advice would be greatly appreciated. Thanks! chase
Topic: Design SubTopic: General
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451
2w
iOS Review
As a very exclusive Apple only I want to share my thoughts on the new iOS 26 update, which I recently installed on my iPhone 16. While I genuinely appreciate Apple’s drive for innovation and personalization, this update introduces visual and stylistic changes that, in my opinion, compromise what has made iOS feel uniquely Apple for so long. Liquid Glass & Home Screen Aesthetics: When I first saw previews of the “Liquid Glass” design, I was excited. I assumed it would add more flexibility to things like the home screen customization — something like an optional effect that builds on the popular app tinting feature introduced in the previous iOS version. But instead, it appears that the Liquid Glass look is now the default and, more concerningly, unavoidable. The result is a visual experience that feels dramatically more bubbly and less refined. App icons appear more rounded and inflated in a way that — and I say this as constructively as I can — reminds me more of Android or Samsung’s One UI than of Apple’s signature design language. For someone who’s chosen Apple specifically because of its clean, crisp, and elegant UI, this shift is disappointing. iOS has always felt visually mature and thoughtfully minimal. With this update, it starts to feel overly stylized and visually heavy, which I don’t associate with Apple’s identity. Camera App – Icon Design: While I don’t have major concerns with the layout of the Camera app itself, the new Camera app icon is something I feel very strongly about. The previous design was balanced, clear, and professional — instantly recognizable. The new icon, is completely different, and it has more the camera that look like the actual iPhone camera, which I can respect the want to identify the app the iPhone. But this is not the effect I felt it has, I feel like it is less professional than before, which again makes me think a little bit about androids. This minor change feels bit because icons are what we see every day, and this one doesn’t feel quite right for Apple. Along with the new camera icon, the other new icons like the notes app, and the slight change in the message app icon, these small shifts aren’t ones I was overly pleased with, kind of felt like something that wasn’t broke and didn’t need fixed Messages App: The Messages app is where I felt the biggest disconnect. The updated keyboard with the “keys” looking more bubbly which again, makes me think android. And with the new monogram icons (initials in thick fonts with purple backgrounds), make the app feel — again — much more like an Android UI. While that might sound superficial, it doesn’t make me feel like it’s an iPhone. As someone who’s always preferred the Apple system, I’ve come to expect a particular standard of visual design — one that’s distinct from other platforms. This new look blurs that line. The once refined look of Messages is not as clean and simple as it used to be. I also preferred the gray background for monogram icons. The new colors and heavy fonts draw attention in ways that don’t feel as clean and simplistic which I have loved Apple for in the past. Control Center: Another area where I noticed a slight change is the Control Center. It’s not a big difference to the previous one, which I liked. The main difference I noticed was the brightness and sounds “bar” seems more elongated. Not a major difference but I would rather see the older design if I were to be honest. What I Did Like: There are some positives: I think the new lock screen notification styling works well, and the Liquid Glass effect looks great in that specific context. I actually really like the looks that it has with the notifications on the lock screen, having it be that transparent gives a clean and simple look. Lots of the new things that can be done in this update are very nice and convent, the more customization is great. Final Thoughts: To be clear, I offer this feedback not because I’m resisting change, but because I value what makes iOS feel like iOS. This update, while visually bold, feels like a departure from Apple’s strengths — the clean and simplistic look. If there’s one big takeaway I hope you’ll consider, some of the new looks that have been put in place give a feeling that’s not Apple, and more Android. it’s that many of these new visual styles would be better received as optional customizations, not system-wide defaults. I would love to see an update to help fix some of this. I don’t believe there is a way to “un-update” my phone but if I could I would, even though some of these new things do look and feel good.
Topic: Design SubTopic: General
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443
2w
How to test iPhone app and CarPlay together?
I have developed a mobile app using SwiftUI. Now I am in the process of building a CarPlay application. I know how to test the CarPlay app using a simulator but here is my confusion, How to test the iPhone app and CarPlay together? I want to test few scenarios like, user login / logout from mobile app. Location enabled /disabled in the mobile app. I know that swiftUI handles the scenes by itself. Kindly help me validate the above scenarios as I am getting black screen on iPhone whenever the CarPlay is launched. Below is the code snippet, func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration { if connectingSceneSession.role == .carTemplateApplication { let sceneConfiguration = UISceneConfiguration(name: "CarPlay Scene", sessionRole: connectingSceneSession.role) sceneConfiguration.delegateClass = CarPlaySceneDelegate.self return sceneConfiguration } // Configuration for other types of scenes return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role) } struct MyApp: App { @UIApplicationDelegateAdaptor(AppDelegate.self) var delegate var body: some Scene { WindowGroup { ContentView() .preferredColorScheme(.light) } } } Info.plist <key>UIApplicationSceneManifest</key> <dict> <key>UIApplicationSupportsMultipleScenes</key> <true/> <key>UISceneConfigurations</key> <dict> <key>CPTemplateApplicationSceneSessionRoleApplication</key> <array> <dict> <key>UISceneConfigurationName</key> <string>CarPlay Scene</string> <key>UISceneDelegateClassName</key> <string>$(PRODUCT_MODULE_NAME).CarPlaySceneDelegate</string> </dict> </array> </dict> </dict>
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592
Jan ’25
Email icons
The most recent update included coloured icons for grouping of emails anybody previously needing to group emails we’re able to achieve this alphabetically by simply searching for what you were looking for. These icons clutter the page with totally unnecessary screen pollution. if you want to persist with this folly can you please provide a classic display option for those of us who have happily survived using email for 30 years without this fluff.
Topic: Design SubTopic: General Tags:
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596
Feb ’25
List View within a Scrollview
The bane of my existence has been designing interfaces where the whole view needs to scroll, but a portion is a List and the other portion is static. I run into this problem time and again so I was hoping someone has a good solution because we all know that embedding a List view inside ScrollView is a no-go within SwiftUI. It simply doesn't work. So what is a best practice when you need the whole screen to scroll, but a portion is a List? Use a navigation stack instead of a ScrollView? What if it's a child view of a navigation stack already?
Topic: Design SubTopic: General Tags:
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745
Jul ’25
App Release
While doing production release of app, I was not able to see phase release option like in my previous releases. Due To whihc when I released. the app , it got released to 100% users. I want to know why phase release option was not showing up in my dashboard
Topic: Design SubTopic: General
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585
Feb ’25
Core database relationship are only partially updating.
I created a data structure based on a dictionary of words. The purpose is to link each word to all other words made up of the same letters plus one. Example: table -> ablate, cablet, tabled, gablet, albeit, albite, etc. For this I built a data model made of three entities: Word, Draw, Link. A Draw is a set of letters corresponding to a Word and sorted in alphabetic order, like : HOUSE -> EHOSU. A Link is a letter that you add to a Draw to get another Draw. So my data model looks like this: And here is how I implemented it in Xcode: Entity Word (let's forget the attribute optComp that plays no role here) Entity Draw Entity Link I am populating the data in two steps: first I read a list of words from a .txt source and I populate the Word entity and at the same time the Draw entity with the corresponding relationship (function loadDic()) This first step apparently works fine. I can easily find all anagrams of any word with something like word.sort.word.spelling I read through the Draw entity. For each draw I seek all existing +1 draws considering each letter of the alphabet. If there are, I create a Link and add the relationships (function createLinks()) Here is where something goes wrong. If the Link's and the relationship Draw.plus seem to be correctly created, the other relationship Link.gives is only partially populated, say 50%. Moreover, I tried to apply an additional routine (updateLinks()) , focusing only on Link's with an empty Link.gives relationship and updating them. But again, only 50% of the nil relationships appear to be populated. I could not find out why those relationships are not properly populated. If someone can help me out I would be grateful. Here is the code: LoadDic() function (OK) : func loadDic() { print("Loading dictionary...") dataAlreadyLoaded.toggle() guard let url = Bundle.main.url(forResource: INPUT_FILE, withExtension: "txt") else { fatalError("\(INPUT_FILE).txt not found") } if let dico = try? String(contentsOf: url, encoding: String.Encoding.utf8 ) { let lines = dico.split(separator: "\r\n") for line in lines { let lineArray = line.split(separator: " ") print("\(lineArray[0])") // word let wordSorted = String(lineArray[0].sorted()) let draw = getDraw(drawLetters: wordSorted) ?? addDraw(drawLetters: wordSorted) // look if draw already exists, otherwise create new one. let wordItem = Word(context: viewContext) // create word entry with to-one-relationship to draw wordItem.spelling = String(lineArray[0]) wordItem.optComp = (Int(String(lineArray[1])) == 1) wordItem.sort = draw do { try viewContext.save() } catch { print("Errort saving ods9: \(error)") } } } print("Ods Chargé") } func addDraw(drawLetters: String) -> Draw { let newDraw = Draw(context: viewContext) newDraw.draw = drawLetters return(newDraw) } func getDraw(drawLetters: String) -> Draw? { let request: NSFetchRequest<Draw> = Draw.fetchRequest() request.entity = Draw.entity() request.predicate = NSPredicate(format: "draw == %@", drawLetters) do { let drw = try viewContext.fetch(request) return drw.isEmpty ? nil : drw[0] } catch { print("Erreur recherche Tirage") return nil } } createLinks() function (NOK): func createLinks() { var erreur = " fetch request <Draw>" let request: NSFetchRequest<Draw> = Draw.fetchRequest() request.entity = Draw.entity() request.predicate = NSPredicate(value: true) print("Building relationships...") do { let draws = try viewContext.fetch(request) count = draws.count for draw in draws { print("\(count) - \(draw.draw!)") linkTable.removeAll() for letter in ALPHABET { print(letter) let drawLettersPlus = String((draw.draw! + String(letter)).sorted()) // draw with one more letter if let drawPlus = draws.first(where: { $0.draw == drawLettersPlus }) { // look for Draw entity that matches augmented draw let linkItem = Link(context: viewContext) // if found, create new link based on letter with relationship to augmented draw linkItem.letter = String(letter) linkItem.gives = drawPlus erreur = " saving \(draw.draw!) + \(letter)" try viewContext.save() linkTable.append(linkItem) // saves link to populate the one-to-many relationship of the initial draw, once the alphabet is through } } let drawUpdate = draw as NSManagedObject // populate the one-to-many relationship of the initial draw let linkSet = Set(linkTable) as NSSet drawUpdate.setValue(linkSet, forKey: "plus") erreur = " saving \(draw.draw!) links plus" try viewContext.save() count -= 1 // next draw } } catch { print("Error " + erreur) } print("Graph completed") } updateLinks function (NOK): func updateLinks() { var erreur = "fetch request <Link>" let request: NSFetchRequest<Link> = Link.fetchRequest() request.entity = Link.entity() print("Running patch...") do { request.predicate = NSPredicate(format: "gives == nil") let links = try viewContext.fetch(request) for link in links { let baseDraw = link.back!.draw! print("\(baseDraw) \(link.letter!)") let augmDrawLetters = String((baseDraw + link.letter!).sorted()) if let augmDraw = getDraw(drawLetters: augmDrawLetters) { viewContext.perform { let updateLink = link as NSManagedObject updateLink.setValue(augmDraw, forKey: "gives") erreur = " saving \(augmDraw.draw!) \(link.letter!)" do { try viewContext.save() } catch { print("Erreur mise à jour lien") } } } } } catch { print("Error " + erreur) } } RESULT And this is the output showing the content of the Draw entity with relationships after createLinks() is applied: And here after updateLinks() is applied :
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955
Feb ’25
Can't get a simple network call working. Novice developer.
Here is my code and the error code being generated during build. let myString : String = "https://www.alphavantage.co/query?function=TIME_SERIES_DAILY&symbol=AAPL&apikey= D5GY7HKODE66G0T9" var banjo = URL(string: myString) let task = URLSession.shared.dataTask(with:banjo ) { myDatastring , response , error in} // task.resume() I've tested that URL in my browser and it works. But when I try to build I get: Value of optional type 'URL?' must be unwrapped to a value of type 'URL' Please tell me what I'm doing wrong. I think the URL struct is not returning a URL type of object.
Topic: Design SubTopic: General
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268
3w
Inconsistencies with activityBackgroundTint when a device switches between light and dark modes
While the activityBackgroundTint modifier is intended to set the background color of a Live Activity, it often fails to dynamically update, leaving the activity with an incorrect background. Replacing it with ZStack { Color(.background) .... } solves the problem, but this is a workaround. The activityBackgroundTint modifier is still needed, at a minimum, so that the "Allow Live Activity for the app" extension does not have the default color.
Topic: Design SubTopic: General Tags:
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474
3w
Ios26 beta 3 concerns about liquid glass design
With the new ios 26 beta 3 helps some stabillty and performance issues but most of the liquid glass has been removed or made very frosty look; and it defeats the whole purpose of a big redesign, and even thought the changes are because of readability and contrast complaints it should not take away liquid glass design. I think apple should consider adding a toggle or choice to choose if they would want a more frosted look or a more liquid glass look the the original plan.
Topic: Design SubTopic: General Tags:
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187
Jul ’25
Picker and DatePicker selection confusion
I have a multi view app I am trying to develop as my first app. I have gone through much of HackingwithSwiftui Xcode 16.1 SwiftUI on a MacAir The prior views in the app store various information. golf Course info in one and Golfers info in another. This third view is to record rounds of golf played. I started it simple with me entering input manually and that worked. I then decided to start using pickers with the first two being a DatePicker and the second pulling in the nickname(Handle) for players to select from. in a Handle Picker. Following is my code. I can select a date as of Now and prior for date played and also the second picker does pull in the all the Handles from my prior view and I can select a Handle of the player for the round. I then fill in all the other information. When I exit the view I do see that the Round is created but the Date always defaults to Now and the Handle stays blank. When i go back in to edit the round I can change the date and select a Handle but can get them to save. I have tried many things and searched for days on the web for examples with no luck. I am sure its something simple. Any help is appreciated as I want to add for pickers for course, tee and other fields. But until I figure out what I am missing the project is at a standstill. import SwiftUI import SwiftData struct RoundsEditDataView: View { @Bindable var roundsdata: RoundsData @Environment(.modelContext) private var modelContext @State private var playDate = Date.now @Query(sort: \PlayerData.playerHandle) private var players: [PlayerData] @State private var selectedHandle: PlayerData? = nil var body: some View { Form { HStack { Text("Course:") TextField("Course Name", text: $roundsdata.roundscourseName) .textContentType(.name) } HStack { DatePicker("Date:", selection: $playDate, in: ...Date(), displayedComponents: .date) } Section { Picker("Handle:", selection: $selectedHandle) { Text("Select a Handle").tag(nil as PlayerData?) ForEach(players, id: \.self) { player in HStack { Text(player.playerHandle) .frame(maxWidth: .infinity, alignment: .leading) .tag(player as PlayerData?) } .frame(maxWidth: .infinity, alignment: .leading) .tag(player as PlayerData?) } } // .pickerStyle(.inline) this does not fix issue or design wise work } The rest of this works fine for now until I decide to convert more to picker lists. HStack { Text("Tee:") TextField("Tee", text: $roundsdata.roundsTee) .textContentType(.name) } HStack { Text("Handicap:") TextField("Handicap", value: $roundsdata.roundsHandicap, format: .number) .textContentType(.name) } HStack { Text("Gross:") TextField("Gross", value: $roundsdata.roundsGross, format: .number) } HStack { Text("Net:") TextField("Net", value: $roundsdata.roundsNet, format: .number) .textContentType(.name) } HStack { Text("Rating:") TextField("Rating", value: $roundsdata.roundsRating, format: .number) .textContentType(.name) } HStack { Text("Slope:") TextField("Slope", value: $roundsdata.roundsSlope, format: .number) .textContentType(.name) } } } }
Topic: Design SubTopic: General
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479
Dec ’24
Feedback on the new Camera app icon in iOS 26
I’m currently using the iOS 26 Developer Beta and noticed the new icon design for the Camera app. Personally, I preferred the previous icon it looked cleaner, more elegant, and felt more in line with Apple’s signature iOS design language. The new icon feels more like something you’d expect from Android. It lacks the minimalist, refined style that usually defines iOS icons. I understand UI evolves over time, but this change feels like a step away from what makes Apple’s design philosophy unique. Just wanted to share this honest feedback as a long-time user and developer. Thanks for considering!
Topic: Design SubTopic: General Tags:
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120
Jun ’25
Emoji Keyboard size is large after updating to iOS 18.1
Emoji keyboard are way too big after updating to IOS 18.1 so anoying to use emojis now. I really don't like using emojis anymore. I really hope they are going to fix this quickly. I use my phone for work and pleasure. I don't needing my heart to be bigger or different colors to every reaction. Please bring back the smaller emoji keyboard or add a setting to switch it back. This is really annoying.
Topic: Design SubTopic: General Tags:
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2
1.5k
Dec ’24
New emoji size is too big!
Hello Apple… used to love my phone and your company… not so much with this God awful new emoji update… Just why? They are giant, we can see them from Alaska, the whole Keyboard is not user friendly at all. It takes me (and reading the feedback from other people - Im not the only one with this problem) ages to find the one I want to use, even with the group icons on the bottom… no, they don’t help. I always ether miss type or just don’t use at all. It takes extra time to use emoji now so I completely stopped using it which sucks. It’s 2025 where time is precious and no one wants to spend extra seconds looking for emojis on this awful new layout you created. Apple developers used to be good about listing to users feedback, I hope you do it in this case, because this is just absolutely terrible and no, you can’t get used to it. I never write reviews anywhere and thought it would take a bit to get used to it… no no and no. This update is awful, please bring it back to normal size so we don’t waste our time and nerves. Thanks.
Topic: Design SubTopic: General
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2.2k
Mar ’25
Spam 4.3 (a)
Hello everyone, I’ve reached out to Apple’s review team multiple times, but unfortunately, I haven’t received any clear or specific guidance on why my app was rejected. My app has been rejected several times with the reason “Spam” under guideline 4.3, and I still don't understand exactly which part of the app is problematic. Even after providing the necessary information about the data, I resubmitted the app, and after a few days, it quickly moved into "In Review" status, but then was rejected within seconds with the same “Spam” message. I have sent over 13 messages asking for specific feedback, and all I get are vague responses saying “It’s spam, refer to 4.3, fix your app, and resubmit.” However, when I review the guidelines, I don’t see any specific reasons for rejection that apply to my app. I’m particularly confused because my app is a VPN, and when I check the guidelines, I see that apps in categories like dating and others are saturated, but VPN apps are not. My app uses completely dedicated servers, and the IP addresses are not found in any other apps. Still, my app keeps getting rejected. If anyone has encountered a similar issue or has any insight into what might be causing this, I would greatly appreciate it if you could provide detailed guidance on what specifically needs to be changed to get the app approved. Thank you!
Topic: Design SubTopic: General
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733
Mar ’25