Create elegant and intuitive apps that integrate seamlessly with Apple platforms.

All subtopics
Posts under Design topic

Post

Replies

Boosts

Views

Activity

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.
2
0
502
Dec ’24
4.3.0 Design: Spam
Hello fellow developers and Apple employees As I'm sure we're all tired of seeing, my app has been rejected under 4.3.0 Design: Spam I am frankly struggling to understand the logic. Here are the main features of my 2D Arcade game: simulation of flying above a field of lava. This is a tense experience! One mess-up, and the player is sent to the lava below! it has a jetpack which continuously uses fuel. Again, tension! You have to be careful about when and where you glide--can you grab that fuel pod? Oh no--it disappeared! it allows players to glide and fly around the map. Gliding gives a brief respite from the tension. Flying lets the players explore the fascinating world of Hokusai's 40 views from Mount Fuji. it allows players to collect fuel pods, refueling their jet pack. This reward not only allows them to play longer, it bumps their score, and promotes a goal of beating previous scores. it allows players to view a parallax background of woodcuts from 40 views from Mount Fuji, a famous work by Hokusai, which broadens cultural boundaries it requires players to dodge red clouds, which end the game. These clouds are nefarious--they follow the player around! it allows players to rest on white clouds, which restores their fuel. Again, a relief from the tension. the white clouds disappear after a moment, adding an element of tension--wouldn't it be nice if they lasted forever? Sure--but then the game would be boring and repetitive (and it WOULD be spam) Architecture: Godot using GDScript I admit--I initially included reference material that was not mine to distribute. 100% my mistake, and I removed that prior to resubmitting. Now though, my app continues to be rejected as spam--this most recent rejection occurred within 10 mins of the last submission. I'd be happy to post my game online if someone would like to play. Yes, it's simple--and yes, it's arcade-esque. Has anyone successfully reversed a 4.3.0 Design Spam designation on an app? I would rather not create a new app to submit, as I understand that is against the TOS--but is a commonly discussed workaround. Is it because I'm using GDScript? Should I rewrite into c#? I don't know that I can "fix" my game, as it's intended to be quite simple.
2
0
713
Nov ’24
Seeking Developer Insights Regarding 4.3(b) Review Response
We recently received feedback under Guideline 4.3(b) suggesting our app duplicates functionality found in other apps in this category. However, our app is fundamentally not a dating app. It is a conversation facilitator designed to foster meaningful connections for friendships, networking, and shared interests. While romantic connections may occur naturally, they are not the primary focus. Thus, we are seeking insights on this key question: How do developers effectively demonstrate feature differentiation to reviewers? We want to clearly show how our app’s functionality uniquely addresses user needs and provides value beyond existing solutions. Our Core Features: Our app introduces distinct features that differentiate it from traditional apps in this space: Paths: Psychology-based prompts embedded in chats encourage users to explore meaningful topics like values and aspirations. These prompts are dynamically triggered to keep conversations engaging and productive. Aura: A rewards system that incentivizes thoughtful, high-quality engagement by awarding points for meaningful conversations, which can unlock additional features. Spark Matches: Real-time, themed events pair users for structured, 15-minute conversations on topics like technology or travel. Curated prompts ensure the focus is on shared interests, not romance. Flame Matches: AI-personalized matches adapt to user conversations, connecting individuals based on compatibility. Chats begin anonymously, focusing on personalities rather than appearances, and are designed for platonic, professional, or friendship connections. Market Analysis: Our app addresses key gaps in the connection space: No apps embed conversation prompts directly into chats; nor do they trigger them regularly or dynamically, to foster deeper discussions over a sustained period. No apps have rewards systems designed to specifically incentivize meaningful engagement. No apps have matchmaking systems that adapt dynamically based on users’ past conversations. No apps support the combination of real-time, one-on-one themed conversations with curated prompts. Traction: As an incorporated business with over a year of experience, we have helped thousands of users build platonic, professional, and interest-based connections. For example, users in relationships join our events to find new friends, and professionals use Spark Matches to discuss shared interests like technology. Consistent feedback highlights our prompts and structured events as refreshing alternatives to superficial, appearance-driven platforms. Our rapidly growing user base has validated the demand for these features, and we would like to bring this experience natively to them via a mobile app on the App Store. Additional Context: While some basic chat functionality may overlap with existing platforms, our focus is on facilitating meaningful conversations and incentivizing a thoughtful conversation culture that represents a novel approach validated by user research and feedback. We welcome advice from developers who have successfully highlighted their app’s uniqueness when facing similar review challenges. Thank you in advance! :)
2
0
498
Jan ’25
Can't display image in SwiftUI
I'm trying to display my apps icon within my app and it's not working. It displays a blank space instead and I don't understand why this is happening. I tried creating a new image (just a normal image, not an 'App Icon' image set) and have this code: Image("AppIcon") .resizable() .aspectRatio(contentMode: .fit) .frame(width: 48) .cornerRadius(10) .overlay( RoundedRectangle(cornerRadius: 10) .stroke(Color.black.opacity(0.1), lineWidth: 1) ) For some strange reason it's not displaying that either. The image name is correct. It's showing a blank white box.
2
0
93
Jun ’25
New iOS 18
The format of photos on the new iOS 18 and its updates is HORRIBLE. Not userfriendly, not easy to navigate, not even appealing to the eye. I can’t even see my favorites album anymore and have to search for it every time. In short, I hate it. Well done Apple
Topic: Design SubTopic: General Tags:
2
0
712
Nov ’24
Finder Quick Action icon rendering when using custom SF Symbol
Hey folks! I'm working on a macOS app which has a Finder Quick Action extension. It's all working fine, but I'm hitting a weird struggle with getting the icon rendering how I would like, and the docs haven't been able to help me. I want to re-use a custom SF Symbol from my app, so I've copied that from the main app's xcassets bundle to the one in the extension, and configured it for Template rendering. The icon renders in the right click menu in Finder, the Finder preview pane and the Extensions section of System Settings, but all of them render with the wrong colour in dark mode. In light mode they look fine, but in dark mode I would expect a templated icon to be rendered in white, not black. I've attached a variety of screenshots of the icons in the UI and how things are set up in Xcode (both for the symbol in the xcassets bundle, and the Info.plist) I tried reading the docs, searching Google, searching GitHub and even asking the dreaded AI, but it seems like there's not really very much information available about doing icons for Finder extensions, especially ones using a custom SF Symbol, so I would love to know if anyone here has been able to solve this in the past! Finder preview pane in light mode: Finder preview pane in dark mode: Finder quick action context menu: System Settings extension preferences: The custom symbol in my .xcassets bundle: The finder extension's Info.plist:
2
0
110
Jun ’25
Liquid Glass clear variant isn't clear
I've been experimenting with Liquid Glass quite a bit and watched all the WWDC videos. I'm trying to create a glassy segmented picker, like the one used in Camera: however, it seems that no matter what I do there's no way to recreate a truly clear (passthrough) bubble that just warps the light underneath around the edges. Both Glass.regular and Glass.clear seem to add a blur that can not be evaded, which is counter to what clear ought to mean. Here are my results: I've used SwiftUI for my experiment but I went through the UIKit APIs and there doesn't seem to be anything that suggests full transparency. Here is my test SwiftUI code: struct GlassPicker: View { @State private var selected: Int? var body: some View { ScrollView([.horizontal], showsIndicators: false) { HStack(spacing: 0) { ForEach(0..<20) { i in Text("Row \(i)") .id(i) .padding() } } .scrollTargetLayout() } .contentMargins(.horizontal, 161) .scrollTargetBehavior(.viewAligned) .scrollPosition(id: $selected, anchor: .center) .background(.foreground.opacity(0.2)) .clipShape(.capsule) .overlay { DefaultGlassEffectShape() .fill(.clear) // Removes a semi-transparent foreground fill .frame(width: 110, height: 50) .glassEffect(.clear) } } } Is there any way to achieve the above result or does Apple not trust us devs with more granular control over these liquid glass elements?
2
3
110
Aug ’25
Is there any way to write a screensaver for macOS using Python Pygame?
I want to be able to write a cross-platform screensaver that works on both Windows and macOS using the Pygame 2D graphics library in Python. On Windows, this is super easy - you just write your program with three possible command line arguments: /p for preview mode, /c for the configuration dialog mode, and /s for the actual full-screen screensaver mode. Then you just use pyinstaller to build an .exe file and rename the extension to .scr, and you're good to go. However, it seems that making a screensaver on macOS is a pretty convoluted process, and there was stuff about specific Objective-C functions that you had to write, and I didn't really understand the documentation. Could you please tell me if there is any way to simply get my Python Pygame program to build as a proper .saver file? Thanks!
2
0
714
Oct ’24
Blurry Game Center Achievement Images?
Hey all — I’ve been building out my first set of Game Center Achievements for a game I’m working on, and I’ve run into something odd with the image quality. The specs say to upload icons at 512x512 or 1024x1024@2x. I’ve been uploading 1024x1024 PNGs (without explicitly naming them “@2x” since there’s only one upload slot), assuming that Game Center would just handle the scaling automatically — kind of like how a lot of things are getting more streamlined across platforms lately. But in testing, the icons are showing up a bit blurry, especially in the Game Center interface. It’s not horrible, but it’s definitely softer than I expected — more like low-res than Retina. All my test devices (outside the Simulator) are running iOS 26, so I’m also wondering if this might be a beta-related display bug? Has anyone else run into this? Curious if I’m missing a best practice here, or if I really do need to ensure I’m uploading it with the @2x suffix, or maybe something else entirely? Thanks!
2
1
127
Jul ’25
Using @Environment for a router implementation...
Been messing with this for a while... And cannot figure things out... Have a basic router implemented... import Foundation import SwiftUI enum Route: Hashable { case profile(userID: String) case settings case someList case detail(id: String) } @Observable class Router { var path = NavigationPath() private var destinations: [Route] = [] var currentDestination: Route? { destinations.last } var navigationHistory: [Route] { destinations } func navigate(to destination: Route) { destinations.append(destination) path.append(destination) } } And have gotten this to work with very basic views as below... import SwiftUI struct ContentView: View { @State private var router = Router() var body: some View { NavigationStack(path: $router.path) { VStack { Button("Go to Profile") { router.navigate(to: .profile(userID: "user123")) } Button("Go to Settings") { router.navigate(to: .settings) } Button("Go to Listings") { router.navigate(to: .someList) } .navigationDestination(for: Route.self) { destination in destinationView(for: destination) } } } .environment(router) } @ViewBuilder private func destinationView(for destination: Route) -&gt; some View { switch destination { case .profile(let userID): ProfileView(userID: userID) case .settings: SettingsView() case .someList: SomeListofItemsView() case .detail(id: let id): ItemDetailView(id: id) } } } #Preview { ContentView() } I then have other views named ProfileView, SettingsView, SomeListofItemsView, and ItemDetailView.... Navigation works AWESOME from ContentView. Expanding this to SomeListofItemsView works as well... Allowing navigation to ItemDetailView, with one problem... I cannot figure out how to inject the Canvas with a router instance from the environment, so it will preview properly... (No idea if I said this correctly, but hopefully you know what I mean) import SwiftUI struct SomeListofItemsView: View { @Environment(Router.self) private var router var body: some View { VStack { Text("Some List of Items View") Button("Go to Item Details") { router.navigate(to: .detail(id: "Test Item from List")) } } } } //#Preview { // SomeListofItemsView() //} As you can see, the Preview is commented out. I know I need some sort of ".environment" added somewhere, but am hitting a wall on figuring out exactly how to do this. Everything works great starting from contentview (with the canvas)... previewing every screen you navigate to and such, but you cannot preview the List view directly. I am using this in a few other programs, but just getting frustrated not having the Canvas available to me to fine tune things... Especially when using navigation on almost all views... Any help would be appreciated.
2
0
252
Jul ’25
how to save the state when I open another APP ?
how to save the state of my APP when I open another APP so that It can restore when I re-open it? my app will use over 10mb memory so if I open another APP(my app will go background) it will closed at all. when I re-open it it will restart. but I do not want it I want if I open Page A and then it go background and when I re-open it it still is Page A and do not restart.
2
0
345
Feb ’25
Multi-Selection List : changing Binding Array to Binding Set and back again
I am trying to create a menu picker for two or three text items. Small miracles, but I have it basically working. Problem is it uses a set, and I want to pass arrays. I need to modify PickerView so the Bound Parameter is an [String] instead of Set. Have been fighting this for a while now... Hoping for insights. struct PickerView: View { @Binding var colorChoices: Set<String> let defaults = UserDefaults.standard var body: some View { let possibleColors = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]() Menu { ForEach(possibleColors, id: \.self) { item in Button(action: { if colorChoices.contains(item) { colorChoices.remove(item) } else { colorChoices.insert(item) } }) { HStack { Text(item) Spacer() if colorChoices.contains(item) { Image(systemName: "checkmark") } } } } } label: { Label("Select Items", systemImage: "ellipsis.circle") } Text("Selected Colors: \(colorChoices, format: .list(type: .and))") } } #Preview("empty") { @Previewable @State var colorChoices: Set<String> = [] PickerView(colorChoices: $colorChoices) } #Preview("Prefilled") { @Previewable @State var colorChoices: Set<String> = ["Red","Blue"] PickerView(colorChoices: $colorChoices) } My Content View is suppose to set default values the first time it runs, if no values already exist... import SwiftUI struct ContentView: View { @State private var viewDidLoad: Bool = false var body: some View { HomeView() .onAppear { // The following code should execute once the first time contentview loads. If a user navigates back to it, it should not execute a second time. if viewDidLoad == false { viewDidLoad = true // load user defaults let defaults = UserDefaults.standard // set the default list of school colors, unless the user has already updated it prior let defaultColorChoices: [String] = ["Black","Gold","Blue","Red","Green","White"] let colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? defaultColorChoices defaults.set(colorChoices, forKey: "ColorChoices") } } } } #Preview { ContentView() } PickLoader allows you to dynamically add or delete choices from the list... import SwiftUI struct PickLoader: View { @State private var newColor: String = "" var body: some View { Form { Section("Active Color Choices") { // we should have set a default color list in contentview, so empty string should not be possible. let defaults = UserDefaults.standard let colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]() List { ForEach(colorChoices, id: \.self) { color in Text(color) } .onDelete(perform: delete) HStack { TextField("Add a color", text: $newColor) Button("Add"){ defaults.set(colorChoices + [newColor], forKey: "ColorChoices") newColor = "" } } } } } .navigationTitle("Load Picker") Button("Reset Default Choices") { let defaults = UserDefaults.standard //UserDefaults.standard.removeObject(forKey: "ColorChoices") let colorChoices: [String] = ["Black","Gold","Blue","Red","Green","White"] defaults.set(colorChoices, forKey: "ColorChoices") } Button("Clear all choices") { let defaults = UserDefaults.standard defaults.removeObject(forKey: "ColorChoices") } } } func delete(at offsets: IndexSet) { let defaults = UserDefaults.standard var colorChoices = defaults.object(forKey: "ColorChoices") as? [String] ?? [String]() colorChoices.remove(atOffsets: offsets) defaults.set(colorChoices, forKey: "ColorChoices") } #Preview { PickLoader() } And finally HomeView is where I am testing from - to see if binding works properly... import SwiftUI struct HomeView: View { //@State private var selection: Set<String> = [] //@State private var selection: Set<String> = ["Blue"] @State private var selection: Set<String> = ["Blue", "Red"] var body: some View { NavigationStack { List { Section("Edit Picker") { NavigationLink("Load Picker") { PickLoader() } } Section("Test Picker") { PickerView(colorChoices: $selection) } Section("Current Results") { Text("Current Selection: \(selection, format: .list(type: .and))") } } .navigationBarTitle("Hello, World!") } } } #Preview { HomeView() } If anyone uses this code, there are still issues - buttons on Loader don't update the list on the screen for one, and also dealing with deleting choices that are in use - how does picker deal with them? Probably simply add to the list automatically and move on. If anyone has insights on any of this also, great! but first I just need to understand how to accept an array instead of a set in pickerView. I have tried using a computed value with a get and set, but I can't seem to get it right. Thanks for any assistance! Cheers!
2
0
167
Jul ’25
Control of LongPressGesture-created element
I have been implementing the LongPressGesture to have a menu come up upon a long press. I love the functionality and it is very close to being where I want it to be. I don't know if this is a visionOS-specific thing, but I am hoping to control the corner radius of the pulled-out element behind my "button." I've wrangled hover effects in the past with overlays, but I'm not sure what to target in this case. Worst case, I'll have to change the border radius on all of my tiles to match this LongPressGesture-controlled behavior, or I could possibly change the radius onLongPressGesture to match. Is there a simpler solution? Thanks!
2
0
467
Oct ’24
SwiftData and discarding unsaved changes idea???
Someone smarter than me please tell me if this will work... I want to have an edit screen for a SwiftData class. Auto Save is on, but I want to be able to revert changes. I have read all about sending a copy in, sending an ID and creating a new context without autosave, etc. What about simply creating a second set of ephemeral values in the actual original model. initialize them with the actual fields. Edit them and if you save changes, migrate that back to the permanent fields before returning. Don't have to manage a list of @State variables corresponding to every model field, and don't have to worry about a second model context. Anyone have any idea of the memory / performance implications of doing it this way, and if it is even possible? Does this just make a not quite simple situation even more complicated? Haven't tried yet, just got inspiration from reading some medium content on attributes on my lunch break, and wondering if I am just silly for considering it.
2
0
162
Jul ’25
Problem with App Review
Hello, My app was rejected because of App Review Guideline 4.3 – Design Spam. I developed Dynasty of Sic Bo, an exciting game that combines elements of roulette and dice rolling. Players can bet on different dice combinations, testing their luck and strategy to win virtual riches. The game is designed to be simple and enjoyable for beginners while still engaging for experienced players. I’ve tried multiple times to understand the exact reasons for this rejection, but all my efforts have been ignored by App Review. None of the changes I implemented resolved the issue, and I still don’t know what specifically needs to be addressed. The app’s concept, gameplay, and design are entirely original, and I haven’t copied or reused content from other apps. While the game shares a general theme of dice-based gambling, I worked hard to create a unique experience with polished visuals, engaging mechanics, and a dynamic atmosphere. I don’t understand how to proceed or demonstrate the originality of my app, as I can’t identify any apps that are identical to mine. I would really appreciate any advice or insights on how to resolve this issue. Kind regards, Nick Bohdan Malashina
2
0
371
Jan ’25