spatial-design
Designing for visionOS — spatial layout and ergonomics (60pt eye targets, field-of-view placement, dynamic scale), eyes-and-hands input with hover rules, motion and visual comfort (the 0.2 Hz rule, vection, depth-cue agreement), immersion strategy, spatial sound, and the video-format decision guide. Use when designing or reviewing any visionOS app, window, volume, or immersive experience.
npx skills add rshankras/claude-code-apple-skills --skill spatial-design --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# Spatial Design (visionOS) The design rules that make a visionOS app comfortable instead of exhausting — distilled from Apple's spatial-design sessions (WWDC23–26). Widget-specific rules live in `visionos/widgets`; custom immersive-environment production and budgets live in `immersive-environments.md`. ## When This Skill Activates - Designing or reviewing a visionOS app, window, volume, or immersive space - "Users say it's tiring / uncomfortable / hard to hit controls" - Porting an iPad app and deciding what should become spatial - Adding hover effects, custom gestures, environments, or spatial audio - Choosing a video experience format (spatial, 180°, 360°, wide-FOV, Apple Immersive) ## The prime directive: find the key moment Don't window a 2D app. Identify the one thing only possible on visionOS — the "key moment" — and build around it. Immersion has three approaches, and full immersion is not mandatory: full environments · integration with real surroundings (scene sensing) · meaningful audio. ## Layout & ergonomics - **Wide beats tall** — layouts match the human field of view; turning the head left/right is easier than up/down. Center = primary content; edges = secondary, infr
- When This Skill Activates
- The prime directive: find the key moment
- Layout & ergonomics
- Input: eyes target, hands confirm
- Motion & visual comfort (the failure modes)
- Spatial sound as a design material
- Interactive experiences (from Encounter Dinosaurs)
- Video format decision guide
- Scene behavior defaults
- Output Format
- References
What does the spatial-design skill do?
Designing for visionOS — spatial layout and ergonomics (60pt eye targets, field-of-view placement, dynamic scale), eyes-and-hands input with hover rules, motion and visual comfort (the 0.2 Hz rule, vection, depth-cue agreement), immersion strategy, spatial sound, and the video-format decision guide. Use when designing or reviewing any visionOS app, window, volume, or immersive experience.
How do I install it?
Run `npx skills add rshankras/claude-code-apple-skills --skill spatial-design --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From rshankras/claude-code-apple-skills, a repository with 589 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
