Feedback for iPhone and iPad – Display Technology
Dear Apple Team,
Currently, the mainstream display technology used in iPhone and iPad is OLED. However, OLED panels produce significant PWM flickering, which strongly irritates the human eye. Many users, especially in China, experience eye strain, tearing, and discomfort after using OLED devices for a period of time.
There is a large group of users here who are highly sensitive to screen flicker and therefore cannot use OLED-based devices at all. What they truly need is an eye-friendly device with either LCD or flicker-free Mini-LED display technology.
I sincerely recommend that Apple consider offering iPhone and iPad models with LCD or Mini-LED panels. Such displays could provide better eye comfort, no flicker, and a healthier experience. Currently, almost no smartphone manufacturers in China provide such options, and even if they do, their devices often come with outdated chipsets and cannot be used as a reliable daily driver.
This presents a valuable opportunity for Apple: by addressing this demand, Apple could attract a unique customer base, increase sales, and even justify a slightly higher price, as many customers would be willing to pay more for the sake of their eye health. In the Chinese market, a truly flicker-free iPhone or iPad would be incredibly rare and highly desired.
Thank you for considering this suggestion. I truly hope Apple will take this into account.
General
RSS for tagExplore the art and science of app design. Discuss user interface (UI) design principles, user experience (UX) best practices, and share design resources and inspiration.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
When I first tried to create a custom SF Symbol using Affinity Designer, I encountered difficulties because of two problems which have cumulated:
SVG files created by Affinity Designer cannot be directly imported into the SF Symbols app because Affinity Designer totally recreates the content of tag <g id="Notes">, making so the file incompatible for later import into the SF Symbols app. So I had to manually fix that tag via a text editor in order to make the file compatible with the SF Symbols app.
Because I was so focused on fixing manually the SVG file, I did not see that the actual content of my SVG file did not follow all Apple recommendations. As a consequence, I have posted this question on the forum:
Struggling creating a custom SF Symbol: The provided variants are not interpolatable
Finally I have found a way to create an SVG file compatible with SF Symbols using Affinity Designer, meeting the Apple recommendations, and at last perfectly suitable for further use in Xcode.
You will find the solution in my reply to this post below which is actually a quasi copy/paste of my final own reply to my original post.
Marc
In the video ”Create Icons with Icon Composer”, the presenter mentions that Apple has created a layer-to-SVG script for Illustrator that‘s available for download:
Once the artwork is in a good place, next we want to export the layers as SVGs. For every tool, this can look a bit different. For those using Illustrator, we've created a layer to SVG script that will automate this for you, which you can download. Exporting out the canvas size ensures everything drops right into position in Icon Composer.
Here‘s the link to the mention:
https://developer.apple.com/videos/play/wwdc2025/361/?time=377
I can’t find any place to get this script, and my designer is very interested in using it to import our Illustrator icon into Icon Composer.
Can someone point me to it?
Hi,
I was trying to use macOS-Sequoia-Production-Templates in Sketch format and when I try to export png icon file of the document template, it always includes grey nontransparent background which I am unable to delete. In contrast, exporting png app icon file from another template has transparent background and exports well.
Is it something wrong with the document icon production template? How can I export document png icon file with transparent background??
Thanks
Hi everyone,
I’m new to macOS development and working on an app idea that needs a timeline-based editor interface, similar to what you see in Logic Pro or Final Cut.
The UI I want to build would have:
A horizontal beat ruler that follows BPM and shows beat positions
Several vertical tracks stacked below it (for things like events or markers)
Horizontal zooming and scrolling
A preview panel on the right side that stays in sync with the timeline
I’m currently trying this in SwiftUI, but I’m running into some limitations and wondering if AppKit would be a better fit, or maybe a hybrid of the two.
My questions:
Where should I start when building something like this?
What’s the best way to make the beat ruler and all track layers scroll together?
How should I handle zooming in/out and syncing the display to a BPM timeline?
Is there a clean way to integrate AppKit for the timeline view while keeping SwiftUI elsewhere?
The brand new animation in Stage Manager greatly reduced dizziness. However, don’t know why it ONLY applies when no window was presented. What would be the problem elsewhere?
Stage Manager is one of pretty few motion pictures that annoyed me and forced me to turn on Reduce Motion, or stop using Stage Manager. Big pity…
macOS 26.0 (25A5346a)
wont use ipad to post…
In Apple Vision Pro, I want to implement a HUD page similar to the one in Medivis' SuricalAR product (i.e. the UI is fixed on the screen field of view rather than in space). How should I do it?
I would like to modify the content of a published LocationNode upon been clicked by the user. But unfortunately:
func hitTest(_ point: CGPoint, options: [SCNHitTestOption : Any]? = nil) -> [SCNHitTestResult]
returns an SCNNode array from which it is impossible to retrieve the original LocationNode being inserted in order to be able to modify it.
Of course the solution would be to either insert the SCNNode corresponding to the inserted LocationNode in a custom class or conversely insert the identifier of the custom object as a tag of the LocationNode, in order to solve the issue. But both options seem impossible to implement.
May anyone help me?
We have found that on iOS 26 beta some of our app icons built from an Xcode 16 asset catalog containing a single 1024x1024 .png file have a Liquid Glass effect applied to them while others have not.
The documentation states that
If you choose not to use Icon Composer, you can still use an AppIcon asset catalog in your project containing individual app icon images and let the system apply the Liquid Glass material.
and
If you prefer, you can take advantage of the system’s automatically generated treatment that is applied to all app icons.
Is there any insight into how the system treats app icons that have not yet been updated with Icon Composer?
We're using StoreKit for in-app purchases on iOS, and our backend has the server notification URL configured. However, during subscription renewals, Apple's server doesn't send any requests to our endpoint. What could be causing this?
Hi everyone. Can you help me with my settings icon design. I`m trying to create circular setting button using Menu. My code here:
struct MenuView: View {
var body: some View {
Menu {
Text("Hello")
Text("How are you")
} label: {
Image(systemName: "gearshape.fill")
.clipShape(Circle())
}
.clipShape(Circle())
.padding(.top, 10)
.padding(.leading, 20)
}
}
You can see my try, this one looks wrong.
It should be like this:
Just Circle with setting image inside. Thank you an advance 😭🙏🛐
Hi there. I want to use Adobe XD for designing and prototyping apps, and I would like to get the UIKit design resources working. I downloaded it and tried to open it with Adobe XD, but it threw this error:
There was an error opening the file Apple iOS 26 UI Kit.sketch
(Error code: 115)
I really prefer to use the UIKit in Adobe XD rather than paying for Figma or Sketch. Thanks.
Apple Design Resources
Existing smartphones store multiple NFC card information. When the NFC antenna of the phone is close to the card reader, it is usually necessary to open the APP to select NFC card information or default to one card information to be transmitted to the card reader. It is not possible to quickly select or switch cards among multiple cards. For example, after using the NFC function to swipe the subway card, the phone needs to open the car access control and community access control again. It is necessary to open the mobile NFC card information management APP to select the community access control card and then swipe the mobile NFC access control, which causes inconvenience.
(现有的智能手机存储多个 NFC 卡信息。当手机的NFC天线靠近读卡器时,通常需要打开APP选择NFC卡信息或默认一个卡信息传输到读卡器。无法在多张卡之间快速选择或切换卡。例如,使用NFC功能刷完地铁卡后,手机需要重新打开车内门禁和小区门禁。需要打开手机NFC卡信息管理APP选择社区门禁卡,然后刷手机NFC门禁,造成不便。)
Divide the smartphone screen into multiple areas, and users can freely define corresponding NFC information for each area. When the screen is turned off and not unlocked, select NFC card information by pressing different screen areas with your fingers. When the mobile NFC is close to the card reader, the selected card information will be transmitted to the reader(将智能手机屏幕划分多个区域,每个区域手机用户可以自由定义对应NFC信息。在熄屏’不解锁的情况下,通过手指按压不同屏幕区域选择NFC卡片信息,手机NFC贴近读卡器时将选择的卡片信息传递给读卡器。)
Below, the method will be further explained in conjunction with the accompanying drawings and embodiments.
Figure 1 is a schematic diagram of a utility model;
Figure 2 is the flowchart of the present utility model;
NFC reader, 2. Mobile screen partition, 3. NFC signal in Figure 1.
In Figure 2, 1. Press the area of the screen partition with your finger. 2. Place the phone close to the NFC reader. 3. The phone senses the returned NFC signal. 4. The phone detects the pressed area.(
下面结合附图和实施例对方法进一步说明。
图1为实用新型示意图;
图2为本实用新型流程图;
图1中1.NFC读取器,2.手机屏幕分区,3.NFC信号。
图2中1.手指按压屏幕分区的区域2.手机贴近NFC读取器3.手机感应到返回的NFC信号4.手机检测到按压的区域,5.是否检测到手机用户按压区域的动作,6.检测到按压区域,根据按压区域做出匹配相对应的NFC的动作7.选择用户所需的NFC卡8.NFC卡收到信息并发出卡片信息9.NFC读卡器收到NFC卡的信息。)
For example, a smartphone user has N NFC virtual cards in their phone. Users can divide the smartphone screen into N areas, distinguished as A area, B area, C area..., each area controls different NFC. When a smartphone user holds down the B area that controls NFC (such as virtual access cards) and brings the phone close to the NFC card reader (such as access control). The mobile phone will sense NFC signals (access control signals), triggering the phone to detect the area that the user is pressing. There are two possibilities. Firstly, if the user's pressing action is not detected, the NFC card corresponding to the default A zone (set as the default here) will be selected. If the user's pressing action is detected and it is detected that the pressing is in Zone B (the partition corresponding to the access card), then the NFC information corresponding to Zone B is triggered. The smartphone receives this message, and the corresponding NFC sends out a card message. The NFC card reader (access control device) receives the message and reacts (door opens).(例如,一智能手机用户手机中有N个NFC虚拟卡。用户可以将智能手机屏幕分为N个区域,分辨为A区、B区、C区······,每个区域分别控制不同的NFC。当智能手机用户按住控制NFC(如虚拟门禁卡)的B区域并将手机靠近NFC读卡器(如门禁)。手机将会感应到NFC信号(门禁信号),触发手机检测用户正在按压的区域。有两种可能性,第一没有检测到用户的按压动作则选择默认的A区(这里把A区设为默认)所对应的NFC卡。第二检测到用户的按压动作并检测出按压的是B区域(门禁卡所对应的分区),则触发B区域所对应的NFC信息。智能手机收到此信息,相对应的NFC发出卡片信息,NFC读卡器(门禁设备)收到信息,做出反应(门打开)。)
图1 image1
图2 image2
While the activityBackgroundTint modifier is intended to set the background color of a Live Activity, it often fails to dynamically update, leaving the activity with an incorrect background. Replacing it with
ZStack {
Color(.background)
....
}
solves the problem, but this is a workaround. The activityBackgroundTint modifier is still needed, at a minimum, so that the "Allow Live Activity for the app" extension does not have the default color.
Hi,
App Image: What is the best format - jpg, tiff, giff, psd or ai?
What is the maximum and minimum number of items the app can contain?
Please advise.
Thanks
With iOS 26 the CPListSection header has a transparent background, and when the list scrolls under the header it doesn't look good at all. We expected to see a glass fading effect maybe, like the one on the top of the screen. Is it a known bug?
I use swiftui to build apps on iPhone and iPad.
There is no problem with the iPhone app.
The game display is fully shown on iPhone.
However, for the iPad, the game display is not shown and the screen goes black.
I had to tap the button on the upper left side.(looks like a side view button)
After that, the game display is only shown in the left side in a very small size.
How can I make the game display fully shown in the iPad?
As a very exclusive Apple only I want to share my thoughts on the new iOS 26 update, which I recently installed on my iPhone 16. While I genuinely appreciate Apple’s drive for innovation and personalization, this update introduces visual and stylistic changes that, in my opinion, compromise what has made iOS feel uniquely Apple for so long.
Liquid Glass & Home Screen Aesthetics:
When I first saw previews of the “Liquid Glass” design, I was excited. I assumed it would add more flexibility to things like the home screen customization — something like an optional effect that builds on the popular app tinting feature introduced in the previous iOS version. But instead, it appears that the Liquid Glass look is now the default and, more concerningly, unavoidable.
The result is a visual experience that feels dramatically more bubbly and less refined. App icons appear more rounded and inflated in a way that — and I say this as constructively as I can — reminds me more of Android or Samsung’s One UI than of Apple’s signature design language. For someone who’s chosen Apple specifically because of its clean, crisp, and elegant UI, this shift is disappointing. iOS has always felt visually mature and thoughtfully minimal. With this update, it starts to feel overly stylized and visually heavy, which I don’t associate with Apple’s identity.
Camera App – Icon Design:
While I don’t have major concerns with the layout of the Camera app itself, the new Camera app icon is something I feel very strongly about. The previous design was balanced, clear, and professional — instantly recognizable. The new icon, is completely different, and it has more the camera that look like the actual iPhone camera, which I can respect the want to identify the app the iPhone. But this is not the effect I felt it has, I feel like it is less professional than before, which again makes me think a little bit about androids. This minor change feels bit because icons are what we see every day, and this one doesn’t feel quite right for Apple.
Along with the new camera icon, the other new icons like the notes app, and the slight change in the message app icon, these small shifts aren’t ones I was overly pleased with, kind of felt like something that wasn’t broke and didn’t need fixed
Messages App:
The Messages app is where I felt the biggest disconnect. The updated keyboard with the “keys” looking more bubbly which again, makes me think android. And with the new monogram icons (initials in thick fonts with purple backgrounds), make the app feel — again — much more like an Android UI. While that might sound superficial, it doesn’t make me feel like it’s an iPhone.
As someone who’s always preferred the Apple system, I’ve come to expect a particular standard of visual design — one that’s distinct from other platforms. This new look blurs that line. The once refined look of Messages is not as clean and simple as it used to be. I also preferred the gray background for monogram icons. The new colors and heavy fonts draw attention in ways that don’t feel as clean and simplistic which I have loved Apple for in the past.
Control Center:
Another area where I noticed a slight change is the Control Center. It’s not a big difference to the previous one, which I liked. The main difference I noticed was the brightness and sounds “bar” seems more elongated. Not a major difference but I would rather see the older design if I were to be honest.
What I Did Like:
There are some positives: I think the new lock screen notification styling works well, and the Liquid Glass effect looks great in that specific context. I actually really like the looks that it has with the notifications on the lock screen, having it be that transparent gives a clean and simple look. Lots of the new things that can be done in this update are very nice and convent, the more customization is great.
Final Thoughts:
To be clear, I offer this feedback not because I’m resisting change, but because I value what makes iOS feel like iOS. This update, while visually bold, feels like a departure from Apple’s strengths — the clean and simplistic look. If there’s one big takeaway I hope you’ll consider, some of the new looks that have been put in place give a feeling that’s not Apple, and more Android. it’s that many of these new visual styles would be better received as optional customizations, not system-wide defaults.
I would love to see an update to help fix some of this. I don’t believe there is a way to “un-update” my phone but if I could I would, even though some of these new things do look and feel good.
Hello everyone,
I'm 14 and absolutely enthusiastic about Apple — not only the products themselves, but the design nuance, the sense that everything has been well thought-out, and even stuff like Fitness+ and the Tips app. I love how much attention Apple pays to making every aspect of the experience feel deliberate and cohesive.
My dream is to eventually become an Apple employee, specifically in design (maybe even retail for the beginnin). I know that I am young right now, but I would like to start learning as soon as possible. To you all who have experience with design or anything else, what are a few things or habits one my age should focus on learning to strengthen in the right direction? to maybe reach this dream
Any assistance or advice would be greatly appreciated. Thanks!
chase
With the new ios 26 beta 3 helps some stabillty and performance issues but most of the liquid glass has been removed or made very frosty look; and it defeats the whole purpose of a big redesign, and even thought the changes are because of readability and contrast complaints it should not take away liquid glass design. I think apple should consider adding a toggle or choice to choose if they would want a more frosted look or a more liquid glass look the the original plan.