Comprehensive design guidelines for building native Mac apps with SwiftUI and AppKit.
Works with
Covers 11 critical areas: menu bars, windows, toolbars, sidebars, keyboard shortcuts, pointers, notifications, system integration, visual design, popovers, and accessibility
Includes 80+ actionable rules with SwiftUI and AppKit code examples for every pattern
Provides keyboard shortcut reference tables, evaluation checklist, and anti-patterns to avoid
Emphasizes Mac-specific expectations: persist
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versionmacos-design-guidelinesExecute the skills CLI command in your project's root directory to begin installation:
Fetches macos-design-guidelines from ehmo/platform-design-skills and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate macos-design-guidelines. Access via /macos-design-guidelines in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
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Mac apps serve power users who expect deep keyboard control, persistent menu bars, resizable multi-window layouts, and tight system integration. These guidelines codify Apple's HIG into actionable rules with SwiftUI and AppKit examples.
Every Mac app must have a menu bar. It is the primary discovery mechanism for commands. Users who cannot find a feature will look in the menu bar before anywhere else.
Every app must include at minimum: App, File, Edit, View, Window, Help. Omit File only if the app is not document-based. Add app-specific menus between Edit and View or between View and Window.
// SwiftUI — Standard menu structure
@main
struct MyApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
.commands {
// Adds to existing standard menus
CommandGroup(after: .newItem) {
Button("New from Template...") { newFromTemplate() }
.keyboardShortcut("T", modifiers: [.command, .shift])
}
CommandMenu("Canvas") {
Button("Zoom to Fit") { zoomToFit() }
.keyboardShortcut("0", modifiers: .command)
Divider()
Button("Add Artboard") { addArtboard() }
.keyboardShortcut("A", modifiers: [.command, .shift])
}
}
}
}
// AppKit — Building menus programmatically
let editMenu = NSMenu(title: "Edit")
let undoItem = NSMenuItem(title: "Undo", action: #selector(UndoManager.undo), keyEquivalent: "z")
let redoItem = NSMenuItem(title: "Redo", action: #selector(UndoManager.redo), keyEquivalent: "Z")
editMenu.addItem(undoItem)
editMenu.addItem(redoItem)
editMenu.addItem(.separator())
Every menu item that performs an action must have a keyboard shortcut. Use standard shortcuts for standard actions (Cmd+C, Cmd+V, Cmd+Z, etc.). Custom shortcuts should use Cmd plus a letter. Reserve Cmd+Shift, Cmd+Option, and Cmd+Ctrl combos for secondary actions.
Standard Shortcut Reference:
| Action | Shortcut |
|---|---|
| New | Cmd+N |
| Open | Cmd+O |
| Close | Cmd+W |
| Save | Cmd+S |
| Save As | Cmd+Shift+S |
| Cmd+P | |
| Undo | Cmd+Z |
| Redo | Cmd+Shift+Z |
| Cut | Cmd+X |
| Copy | Cmd+C |
| Paste | Cmd+V |
| Select All | Cmd+A |
| Find | Cmd+F |
| Find Next | Cmd+G |
| Preferences/Settings | Cmd+, |
| Hide App | Cmd+H |
| Quit | Cmd+Q |
| Minimize | Cmd+M |
| Fullscreen | Cmd+Ctrl+F |
Menu items must reflect current state. Disable items that are not applicable. Update titles to match context (e.g., "Undo Typing" not just "Undo"). Toggle checkmarks for on/off states.
// SwiftUI — Add sidebar toggle alongside existing toolbar menu commands
CommandGroup(after: .toolbar) {
Button(showingSidebar ? "Hide Sidebar" : "Show Sidebar") {
showingSidebar.toggle()
}
.keyboardShortcut("S", modifiers: [.command, .control])
}
// AppKit — Validate menu items
override func validateMenuItem(_ menuItem: NSMenuItem) -> Bool {
if menuItem.action == #selector(delete(_:)) {
menuItem.title = selectedItems.count > 1 ? "Delete \(selectedItems.count) Items" : "Delete"
return !selectedItems.isEmpty
}
return super.validateMenuItem(menuItem)
}
Provide right-click context menus on all interactive elements. Context menus should contain the most relevant subset of menu bar actions for the clicked element, plus element-specific actions.
// SwiftUI
Text(item.name)
.contextMenu {
Button("Rename...") { rename(item) }
Button("Duplicate") { duplicate(item) }
Divider()
Button("Delete", role: .destructive) { delete(item) }
}
The App menu (leftmost, bold app name) must contain: About, Preferences/Settings (Cmd+,), Services submenu, Hide App (Cmd+H), Hide Others (Cmd+Option+H), Show All, Quit (Cmd+Q). Never rename or remove these standard items.
// SwiftUI — Settings scene
@main
struct MyApp: App {
var body: some Scene {
WindowGroup { ContentView() }
Settings { SettingsView() } // Automatically wired to Cmd+,
}
}
Treat the menu bar as the app's command memory. Keep common actions in consistent menus with stable names and shortcuts so users recognize them quickly instead of searching for context-specific variants.
Mac users expect full control over window size, position, and lifecycle. An app that fights window management feels fundamentally broken on the Mac.
All main windows must be freely resizable. Set a minimum size that keeps the UI usable. Never set a maximum size unless the content truly cannot scale (rare).
// SwiftUI
WindowGroup {
ContentView()
.frame(minWidth: 600, minHeight: 400)
}
.defaultSize(width: 900, height: 600)
// AppKit
window.minSize = NSSize(width: 600, height: 400)
window.setContentSize(NSSize(width: 900, height: 600))
Opt into native fullscreen by setting the appropriate window collection behavior. The green traffic-light button must either enter fullscreen or show the tile picker.
// AppKit
window.collectionBehavior.insert(.fullScreenPrimary)
SwiftUI windows get fullscreen support automatically.
Prerequisites
Time Estimate
15-45 minutes depending on use case complexity
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use when skill capabilities match your task, clear ROI on time saved, and you can validate outputs. Best for repetitive tasks, learning, and quality improvement.
✗ Avoid when
Avoid when task requires deep expertise you can't validate, involves sensitive decisions, or when learning process is more valuable than speed of completion.
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Solid pick for teams standardizing on skills: macos-design-guidelines is focused, and the summary matches what you get after install.
We added macos-design-guidelines from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
macos-design-guidelines reduced setup friction for our internal harness; good balance of opinion and flexibility.
I recommend macos-design-guidelines for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
Keeps context tight: macos-design-guidelines is the kind of skill you can hand to a new teammate without a long onboarding doc.
macos-design-guidelines is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
Useful defaults in macos-design-guidelines — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
Registry listing for macos-design-guidelines matched our evaluation — installs cleanly and behaves as described in the markdown.
We added macos-design-guidelines from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
Solid pick for teams standardizing on skills: macos-design-guidelines is focused, and the summary matches what you get after install.
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