Skip to main content

Learn

Plain-English guides to haptic design, for designers, iOS developers, game developers and anyone who wants an app to feel right.

Designers

Design haptics the way you design everything else, and know why they work.

  • A haptic design system

    Give your haptics names, meanings and fallbacks, so a selection, a warning and a completed task stay consistent across your app.

    4 minute read

  • Designing haptics without writing code

    Design a haptic on your Mac, feel it on your iPhone while you work, and share it with other designers, without writing Core Haptics code.

    7 minute read

  • Haptic anti-patterns

    Eight common haptic design mistakes, with concrete fixes and a review checklist for timing, repetition, meaning and fallbacks.

    4 minute read

  • Ten familiar feelings to explore in haptics

    Download ten original AHAP sketches, inspect their timing and strength, and tune each one into your own tactile interpretation.

    5 minute read

  • Why your app’s feedback can feel unfinished

    Audit the moments where touch, sound and visuals disagree, then fix the timing and meaning before adding more haptics.

    3 minute read

iOS developers

Core Haptics and AHAP files, explained for the people who ship them.

  • AHAP files explained

    What is inside an AHAP file, key by key, with six small patterns you can download, read and play in your own app.

    10 minute read

  • Core Haptics beyond UIFeedbackGenerator

    Choose system feedback for familiar interactions, then use Core Haptics when you need a custom rhythm, texture or audio cue.

    3 minute read

  • Lessons from rebuilding a haptics editor

    Practical lessons from the Haptrix rebuild: verify hardware capabilities, test the file format and keep shared behaviour in one place.

    4 minute read

  • Syncing haptics with audio and animation

    Put sound and touch on a shared timeline where possible, prepare playback early, and test the visual alignment on a real device.

    4 minute read

Game developers

Make impacts, engines and hits something players feel.

  • Game feel through touch

    Design impacts, sustained effects and gameplay cues for iPhone and supported controllers, with clear priorities and graceful fallbacks.

    3 minute read

Accessibility

Touch as a way of telling people what is happening.

  • Haptics as an accessibility channel

    Use touch to complement clear visual and audible feedback, with meaningful controls, reliable fallbacks and testing with people.

    4 minute read