People interact with an iOS device by performing gestures on the touchscreen. These gestures elicit a close personal connection with content and enhance the sense of direct manipulation of onscreen objects. People generally expect the following standard gestures to work the same across the system and in every app.
Touch and hold. When performed in editable or selectable text, displays a magnified view for cursor positioning. When performed in certain views, such as a collection view, enters a mode that allows items to be rearranged.
As a general rule, use standard gestures. People are familiar with the standard gestures and don’t appreciate being forced to learn different ways to do the same thing. In games and other immersive apps, custom gestures can be a fun part of the experience. In other apps, it’s best to use standard gestures so extra effort isn’t needed to discover or remember them.
Don’t block systemwide gestures. In addition to the standard gestures, some additional gestures invoke systemwide actions, such as revealing Control Center or Notification Center. People rely on these gestures to work in every app.
Avoid using standard gestures to perform nonstandard actions. Unless your app is a game in active gameplay, redefining the meaning of standard gestures leads to confusion and complexity.
Offer shortcut gestures to supplement, not replace, interface-based navigation and actions. Whenever possible, offer a simple, visible way to navigate or perform an action, even if it means an extra tap or two. Many system apps include a navigation bar that provides a clear, tappable button back to the previous screen. But users can also navigate back by swiping from the side of the screen. On iPad, people can exit to the Home screen by pressing the Home button, or by using a four-finger pinching gesture.
Use multifinger gestures to enhance the experience of some apps. Although gestures involving multiple fingers at once aren’t appropriate for every app, they can enrich the experience in some apps, such as games and drawing apps. For example, a game might include multiple onscreen controls, such as a joystick and firing buttons, that can be operated simultaneously.