Note: The headings on this list indicate the Macintosh System bundle names; the bullet points indicate the version of the System File included in that bundle. This is to make it clearer for people searching for specific bundle versions as opposed to System File versions. Finder File versions are not indicated. 1 Classic Mac OS 1.1 Macintosh System Software (0 - 0.3) 1.1.1 System File 1 1.1.2. Without having to add more keys. The same principle is used in the standard 'US' keyboard layout for MacOS, but in a different way. Third-party layouts exist that try to overcome this shortcoming, necessarily customised for a limited subset of languages. Most European PC keyboards (Windows, Linux, ChromeOS but not MacOS) have an AltGr key (Alternative Graphics key, replaces the right Alt key.
macOS Design Themes
Four primary themes differentiate macOS apps from iOS, tvOS, and watchOS apps. Keep these themes in mind as you imagine your app’s identity.
Flexible
People expect macOS apps to be intuitive, while simultaneously adaptable to their workflow through customization and flexibility. Many apps offer configurable preferences, customizable interfaces, and alternate ways of completing tasks. Windows can often be resized and interface elements hidden or repositioned. Tasks can be initiated from toolbars, menus, controls, keyboard shortcuts, the Touch Bar, accessibility features, and more. A flexible app facilitates learning through discoverability.
Expansive
Large, high-resolution displays are typical for most Mac users, and people often extend their workspace by connecting additional displays. Apps can leverage this expansiveness and provide value by utilizing a wide range of interface components—like tabs, sidebars, sheets, and panels—and supporting immersive features like full-screen mode.
Capable
Macs are extremely capable in terms of hardware and software. Apps can harness this power to offer an extensive range of features and workflows that meet a wide variety of simple, advanced, and niche user needs.
Focused
![Mac Mac](/uploads/1/1/0/3/110364167/811426674.jpg)
macOS is designed to keep the current task clear and in focus. Visual contrast, translucency, and a large drop shadow make it easy to differentiate the active window from inactive windows. Interfaces defer to content and related controls. Throughout the system, adornments are subtle and appropriate.
Among software designers, Apple’s “Human Interface Guidelines (HIG)” is a very popular document. According to Mike Stern, Design Evangelism Manager at Apple, this document was first released in 1978, and it has been occasionally revised along Mac OS updates until today.
Actually, HIG is written for developers for Mac applications. It introduces the user interface components built in Mac OS and how to use them for implementing appropriate application structure. On the other hand, HIG has been a very important document for designers also because it has been including chapters that explain general philosophy for designing good software user interfaces. Those chapters are always placed before chapters about UI components or technology descriptions.
The philosophy chapters always define some “Design Principles” for making usable and efficient software products. For example, the early version of HIG stated the following design principles;
- Metaphors from the real world
- Direct manipulation
- See-and-point (instead of remember-and-type)
- Consistency
- WYSIWYG (what you see is what you get)
- User control
- Feedback and dialog
- Forgiveness
- Perceived stability
- Aesthetic integrity
![Principle For Mac Os Principle For Mac Os](/uploads/1/1/0/3/110364167/230770399.jpg)
To designers, this part must be the core of HIG, and the principles have been widely referred by not only Mac designers but also by people who are involved in user interface design, interaction design, software graphic design, design researching, usability engineering, corporate design managing, or any other workings in software industry.
I am working at a design consuting company, and we are designing, researching, and evaluating software user interfaces for our clients everyday. For us, Apple’s HIG and its “Design Principles” sound something authoritative and good ol’ home at the same time because we love them and we have been edificated so much from them.
Mac Os For Pc
However, recently we found that the “Design Principles” part has beed deleted from the newest version of the macOS HIG on the Apple website. The document was updated this early June, behind WWDC17 and the renewal of the developer site. Why? I was shocked, and we have been confused.
In the iOS version of HIG on the other hand, it still has “Design Principles” fortunately on the first page, but they seem to be treated like something that don’t matter.
HIG for iOS (June, 2007)
“Essential Design Principles” in WWDC 2017
In WWDC 2017, there was a session titled “Essential Design Principles.” This session was introduced by the following excerpt.
Design principles are the key to understanding how design serves human needs for safety, meaning, achievement and beauty. Learn what these principles are and how they can help you design more welcoming, understandable, empowering and gratifying user experiences.
You can watch the video on the Apple developer site.
Within this session, the following design principles were described;
- Wayfinding
- Feedback
- Visibility
- Consistency
- Mental Model
- Proximity
- Grouping
- Mapping
- Affordance
- Progressive Disclosure
- 80/20 Rule
- Symmetry
This session was good because it made us sure that Apple is still recognizing the importance of design principles. The speaker told that understanding design principles is more important than discussing design technique or design process. The principles themselves, which were introduced in the session, they seemed to be OK, because they were all familiar words and concepts to experienced designers including me. I am sure that new designers should learn those principles to start designing user interfaces.
Mac Os For My Mac
However, at the same time, I wonder why those? Most of them were not taken over from previous versions of HIG. And – even if they were the new set of design principles that Apple asserts, why did Apple deleted design principles and whole philosophy chapters from HIG? Do they have any active reasons for that?
A History of HIG table of contents
(I have moved the section originally written here to this page to make it as a single article itself.)