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Behind the Design: Halide Mark II

Halide Mark II’s Sebastiaan de With is an analog guy in a digital world. As co-founder and creative lead at Lux Optics — the company behind the Apple Design Award-winning camera app — de With is no stranger to design or digital photography. But he’s also a big fan of falling off the grid.

“I love grabbing a pen and a notebook, going into the woods, and drawing and drawing,” de With says.

Lens flair: Halide’s Sebastiaan de With designed the minimalist camera app to offer “excitement without intimidation.”

Lens flair: Halide’s Sebastiaan de With designed the minimalist camera app to offer “excitement without intimidation.”

That dual passion for analog art and digital design shines in Halide Mark II, an app that combines the power of a modern DSLR with the joy and beauty of a classic manual camera. “Cameras are just so fun to use,” de With says. “Give a child a camera and they’ll play with the aperture ring and the dials and the switches. I thought, ‘Maybe we can bring a semblance of that delight to an app on a piece of glass.’”


Behind the Design is a weekly series that explores design practices and philosophies from each of the 12 winners of the 2022 Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.


Packed with pro-grade features but accessible to those learning their way around ISO settings, Halide beautifully strikes a balance between the professional and the practical. And its uncluttered, beautifully-organized feature set means that even high-end settings like depth mode and histograms are never more than a few taps away. “We didn’t say we made an app,” says de With. “We say we made a camera. That was a philosophical underpinning of everything we did.”

de With and Lux Optics co-founder Ben Sandofsky know a thing or two about cameras. They bonded on social media over their shared love of photo gear, and a partnership soon followed: The duo released the first version of Halide in 2016, aiming to capture the accessibility of Apple’s camera app while providing easy access to advanced features. “The complexity is there,” says de With, “it’s just not going to overwhelm you. When you’re offered a somewhat accessible way into this world, it can kindle excitement without intimidation.”

Halide provides both pro-grade manual controls and powerful autofocus settings.

Halide provides both pro-grade manual controls and powerful autofocus settings.

That philosophy was a key factor in recruiting Lux Optics’s third team member, iOS developer Rebecca Slatkin. “I really admired — and aligned with — their pragmatic approach to software development,” she says. “They weren’t reinventing the wheel. It was all simplicity.”

While Slatkin had grown up around photography, her camera usage had been far more casual than either de With’s or Sandofsky’s — but that perspective brought even greater accessibility to Halide for people across all skill sets. “You know in bowling, where they put bumpers in the gutters to make sure you at least hit a pin?” says Slatkin. “We support [people] like that. No matter your background, you can take a great photo.”

To translate this ethos to interface, the team designed the app’s controls to largely stay out of the way. “Other camera apps looked like flight simulators with lots of dials, which was intimidating, even for someone like me who loves film cameras,” de With says. “A camera is an extension of your body, and it works best when it creates muscle memory. We need to have consistent gestures. We need to be flexible without changing buttons around all the time.”

Halide’s Ben Sandofsky — seen here testing the app firsthand — connected with de With over their shared love of photo gear.

Halide’s Ben Sandofsky — seen here testing the app firsthand — connected with de With over their shared love of photo gear.

Color, too, is used carefully and deliberately in Halide, with a single yellow highlight color (another homage to classic cameras) used to indicate active state for a feature. When the team was redesigning Halide in 2020 for its Mark II release, however, they discovered that color wasn’t always enough to help someone identify what tools they were using — a lesson Slatkin learned the hard way when trying to experiment with the app’s RAW feature.

“I remember I went to the Adirondacks and took all these photos, and was excited to show Sebastiaan and Ben and my dad,” she recounts, “and I got back and none of them were in RAW — because I thought the deactivated state was the opposite.” While frustrating, the real-world test helped the team update the feature’s button design to better reflect each individual mode when selected.

Halide’s powerful macro mode is always just a few taps away.

Halide’s powerful macro mode is always just a few taps away.

The team’s focus on simplicity for Halide goes beyond interface design — they also bring it to the design and implementation of their advanced camera features. Take their approach to RAW photography: While pros may love working with uncompressed images because it offers them more color data to manipulate, RAW processing can often be confusing and time-consuming for first-time photographers. In response, the team developed Instant RAW, which uses machine learning to help people shoot and process RAW images instantly. “It’s all about what you create,” says de With. “So we thought, ‘Let’s just skip to the part where you create nice photos.’”

Sometimes, the team builds features that grow beyond Halide itself. Spectre Camera, a machine learning-powered long exposure app and the App Store’s 2019 App of the Year, was one such project; the team is also currently hard at work on Light Forecast, an app that uses machine learning and predictive models to alert you when a particularly picturesque sunset is coming up. (You might have caught a peek in the WWDC22 keynote.) Originally conceived as a Lock Screen widget, the app has evolved into a passion project for Slatkin.

“As I was learning photography, I was trying to become more aware of light and golden hour,” she says, “and I found that being able to predict cloud coloration, sky coloration, and air quality makes a huge difference.” She’s spent the past several months collecting data, partnering with weather services, and tracking 30 webcams all over the country. “I’ve learned that we’ve been sleeping on some really good sunsets,” she says.

Rebecca Slatkin and de With often find themselves learning from their own app. “I find myself being a lot more observant about my surroundings,” says Slatkin.

Rebecca Slatkin and de With often find themselves learning from their own app. “I find myself being a lot more observant about my surroundings,” says Slatkin.

That experience — and that unexpected delight — is what Lux Optics hopes people get out of their apps: the sense that cameras, even the complicated ones, are accessible to anyone with a device and a scenic location. “I hike a lot, and I find myself being a lot more observant about my surroundings,” says Slatkin. “It’s made me appreciate the beauty of things I wouldn’t have noticed before.”

Simply put: You don’t need be to a pro photographer to use a pro camera app. “It’s a lie to say that some people have a creative gift and some don’t,” de With says. “Everybody has a unique perspective on the world. We hope we can help people discover theirs.”

Learn more about Halide Mark II

Download Halide Mark II – Pro Camera from the App Store

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Update on apps distributed in South Korea

Apple designed the App Store to be a safe and trusted place to discover and download apps. Apple’s in-app purchase system, an integral part of our world-class commerce platform, offers people around the world a private and secure user experience across apps and Apple devices, and makes it easy for them to manage their purchases and subscriptions for digital goods and services.

The Telecommunications Business Act in South Korea was recently amended to mandate that apps distributed by app market operators in South Korea be allowed to offer an alternative payment processing option within their apps. To comply with this law, developers can use the StoreKit External Purchase Entitlement. This entitlement allows apps distributed on the App Store solely in South Korea the ability to provide an alternative in-app payment processing option. Developers who want to continue using Apple’s in-app purchase system may do so and no further action is needed.

If you’re considering using this entitlement, it’s important to understand that some App Store features, such as Ask to Buy and Family Sharing, will not be available to your users, in part because we cannot validate payments that take place outside of the App Store’s private and secure payment system. Apple will not be able to assist users with refunds, purchase history, subscription management, and other issues encountered when purchasing digital goods and services through an alternative purchasing method. You will be responsible for addressing such issues.

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Behind the Design: Gibbon: Beyond the Trees

Why design games? For Apple Design Award winner Felix Bohatsch, it’s about more than creating delightful diversions or telling a great story.

“[They’re] a kind of asynchronous communication,” says the Vienna-based designer. “I can share topics and thoughts with people all over the world. I find that very rewarding — if it turns out well!” he adds with a laugh.

Gibbon: Beyond the Trees turned out pretty well. Developed by Broken Rules, of which Bohatsch is a co-founder, Gibbon casts you as an ape who flings, swings, and slides their way through a beautifully realized landscape. The flinging-around-trees mechanic is unique, but easy to learn — even for earthbound humans.

Welcome to the jungle: *Gibbon* begins in a gorgeously drawn forest.

Welcome to the jungle: *Gibbon* begins in a gorgeously drawn forest.

“The goal was to create a flow state with the gameplay, where players get into the swinging and jumping without thinking too much about it,” says Bohatsch, who conceived the game with Clemens Scott, Broken Rules’s creative director and lead artist. “What we hope is that the device sort of vanishes, and all you have is the players, world and characters.”

Still, there’s more to Gibbon than free-flying fun. “We quickly realized we couldn’t just build this purely escapist infinite runner, where everything’s lush and beautiful and happy,” Bohatsch says. “Gibbons are endangered. They’re losing their habitats and their forests are being destroyed. And that led to my second motivation: To show the world the difficulties gibbons face. Not to be preachy — but to show how it might feel to lose your family, or to live in a world where there’s maybe not much place for you.”

The game’s bustling cityscapes are a commentary on how gibbons are losing their habitats, says Bohatsch.

The game’s bustling cityscapes are a commentary on how gibbons are losing their habitats, says Bohatsch.

The digital draw

For a short while, Bohatsch felt that there might not be a place for him in design. He applied to university with the hopes of studying graphic design but wasn’t accepted to the program he was aiming for. “I thought, well, I’ll learn more about computers, since that’s what designers use,” he says.

He spent the next few years learning the tools of the trade and the science behind it. Though he certainly played his share of games, he never considered himself a hardcore gamer. What he did feel was the draw of games — the way they could unify graphic design, interactive design, and computer science.

When an opportunity to study game design materialized, he jumped at the chance. “I’d never seen myself as a game designer, but that moment was where I realized I could combine my passions and put them to good use.”

I wanted to evoke feelings that might be linked to the natural world [without] re-creating it.

Appropriately enough, the idea for Gibbon came from a family trip to the zoo, where Bohatsch found himself noticing the animals’ remarkable agility and almost otherworldly movements.

The Broken Rules team explored variations on that idea over several years as they worked on other projects, trying to find the right translation of that motion to a screen. “We didn’t want a simulation game; we wanted a sense of abstraction,” Bohatsch says. “I wanted to evoke feelings that might be linked to the natural world [without] re-creating it.”

To breathe life into the game’s rich hand-drawn look — the lush forests full of spreading branches, inviting vines, and mighty tree trunks — the team turned to London-based artist and designer Catherine Unger, a game veteran who’d worked on such titles as Tangle Tower.

“The goal was for the visuals to look like an illustration,” says Unger. That meant adding hand-painted 3D textures, rough edges, and even a little wobble in the game’s linework to capture that storybook feeling.

The team initially used 2D assets to create a parallaxing environment with the game, then experimented with turning the canopies themselves into 3D splines. “It looked amazing!” says Unger. “That snowballed into a discussion that led to [more] 3D foreground elements that gave the game a whole new level of depth.”

There was a lot of debate…

When it came time to replicate the animals’ movements in the game, the Broken Rules team, well, broke the rules.

Gibbon has a kind of inverted control scheme.” Bohatsch says. “You hold when the gibbon has to hold, and release when the gibbon has to jump. Basically, whenever the gibbon collides or interacts with a tree or a vine, that’s when you touch the device.”

Early sketches show how the Broken Rules team reached for a “poetic connection” between player and character.

Early sketches show how the Broken Rules team reached for a “poetic connection” between player and character.

To refine the mechanic, Broken Rules brought on Canadian developer Eddy Boxerman to sharpen the game’s main physics and movement. “We never wanted it to be about pixel-perfect timing, but we did want some kind of challenge that gave you agency over your actions.” The team tried out alternate outcomes for not lifting your finger at the right time, including one that levied a penalty and another that… did pretty much nothing. “The gibbon would just jump away on his own. It was easier for some players,” laughs Bohatsch, “but it was getting pretty boring.”

Gibbon‘s jump-to-release mechanic subverts the traditional press-to-jump action of most games, but the Broken Rules team stands by it. “There was a lot of debate about whether this was a good idea,” he says, “but I think it creates a kind of poetic connection between you and the character.”

The mechanic created a challenge for Unger too. “It was particularly difficult to create the art style for the trees; the gameplay meant that the trees looked a bit alien and unusual,” she says. It was game co-creator Scott who solved that challenge, suggesting that Unger and team limit tree canopies to the background branches and keep the main gameplay branches free for gibbon swinging.

The games we want to build aren’t necessarily about being realistic, but about developing emotions.

The poetic connection Bohatsch mentions is the keystone of the game — and it’s been Broken Rules’s specialty since the studio’s 2009 inception. The Broken Rules catalog includes such well-regarded titles as And Yet It Moves and Secrets of Raetikon, as well as two more Apple Design Award winners: Eloh, a rhythmic puzzle game, and Old Man’s Journey, whose main character follows his own arc of loss, regret, and reconciliation.

“It’s really about emotion, right?” he says. “The games we want to build aren’t necessarily about being realistic, but about developing emotions. When I was younger I played a game called Echo, and there was a moment when you held a button to grab hands with a secondary character. It felt so great. All you did was press a button. But the characters and their reactions were so natural and evocative. That showed me how games can create a whole range of different emotions.”

In the end, *Gibbon* is about a search for family.

In the end, *Gibbon* is about a search for family.

Emotion isn’t the only thing at play in Gibbon — the team has a careful eye on embodiment, too. “Players tend to have a bias toward the characters we play,” says Bohatsch. “In Old Man’s Journey, we heard from players about how, as they played, the developed more empathy for the old man.” It’s the same with Gibbon — putting yourself in the hands of another creature creates that connection from the first jump.

This immersion carries through in the game’s environments. When play begins, you’re in a lush forest: swinging amongst spreading branches, inviting vines, and mighty tree trunks. As the game continues, however, those forests begin to thin out. The primal green backdrop so familiar to those early moments is replaced by harsh, chugging construction vehicles and the dissonant rumble of man-made machinery.

“I wanted the deforestation scenes to feel starkly different from the jungle scenes, not just for visual variety but also for emotional impact,” says Unger. “The more realistic desaturated tones in the deforested areas mirror the empty feelings of the gibbons in the game. But they’re also a true-to-life representation of a jungle devastated by human impact.”

The game’s deforestation scenes have a dark, unsettling feel — especially when contrasted with the natural beauty of previous levels.

The game’s deforestation scenes have a dark, unsettling feel — especially when contrasted with the natural beauty of previous levels.

In the end, Gibbon takes its place among Broken Rules’s titles as a game that’s something more. “I want people to think about gibbons and about how much space we can still give them,” he says. “We want to linger in people’s minds after they’ve played.”

And he wants to continue creating games that speak to something bigger, something more universal, something that can’t be created in a vacuum — or, sometimes, even a studio.

“If I had any advice for aspiring designer, it would be to go out in the world and live a life outside of games,” he says. “Travel, talk to lots of people, read books, go to concerts. Play games, sure, but don’t spend all your time with them. There’s so much inspiration in the world, whether it’s coming from nature or other human beings or other species. That’s what we’re trying to design: new ways to look at the world through the gaming lens.”

Learn more about Gibbon: Beyond the Trees

Download Gibbon: Beyond the Trees from the App Store

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Meet the prototypers

Creating a great app, game, or product takes work. Brainstorming ideas, thoughtful iteration, and — as Apple’s Prototyping team knows all too well — feedback. Constant feedback. “If we’re not getting feedback on something, we’re just not showing it to the right people,” says Apple designer Julian Missig.

Missig and several other members of the Prototyping team recently hosted a conversation in the Design Digital Lounge for WWDC22 attendees, where they shared their approaches to creating useful prototypes, the value of outside feedback, bringing that special ✨sparkle✨ to early experiences, and design best practices. Check out a few of the highlights from that conversation below.


What’s your process when beginning a new prototyping project?

We make something, show it to people, learn from their feedback — and do it over and over again. We don’t really count how many “drafts” we make, but everything we work on undergoes many, many iterations.

How do you even know where to start?

It’s important to know your biggest questions around an idea. For example, when we were working on Scribble for iPad and Apple Pencil, we really wanted to understand how people reacted to their handwriting being converted to digital text. What made that process more understandable? What kinds of input could lead to confusing situations?

The goal of prototypes is to answer these kinds of questions before investing a lot of time into making things real — hence why it’s important to keep your prototyping process light and nimble. We try not to be too rigid. Often, we’re starting with a specific problem to solve. But sometimes we make things just because they seem interesting, and then figure out why and what they can help solve. It’s about giving ourselves space to figure out what feels great.

What kinds of tools do you use for initial sketches and ideas?

The best tool is whatever you’re most comfortable with — what is going to let you try things rapidly? For some people, that’s code; others, sketching on iPad or animation. Everyone on our team uses different tools and has workflows that work for them.

We’ve also found that [Apple Design Award winner] Looom makes animating so fast that we can create simple hand-drawn animations to describe the kinds of interactions and motion we want in a prototype during a meeting (or immediately after one).

How do you deal with creative blocks and starting from a blank page?

Spending time doing things that aren’t design-related! Playing music, spending time outdoors, reading books about random obscure topics… these can all spark unexpected connections and inspirations that find their way into our work. It’s also great to dive into the history of a topic — for example, the history of handwriting through various cultures proved very inspirational when working on Apple Pencil.

What’s the ratio of looks to functionality when making a prototype?

Looks for the sake of looks are rarely worth spending lots of early time on, but sometimes different aesthetic directions or visual metaphors are definitely things you want to prototype! The key is to make the least amount you need and still learn something.

How extensively do you test your early designs — do you only share it within your team?

We definitely show prototypes to broader teams as well as our own. It’s less about testing in a traditional, thorough sense, and more about getting lots of people from different backgrounds to try it and tell us what they think.

How do you approach giving feedback to each other?

Always bring positive feedback when sharing the work. It should never be about personal judgement, but how to make the app experience better. For example, avoid something like “I don’t like this color” in favor of a comment like “I think blue instead of red would better communicate what the experience is about.”

How often do you change direction or evolve a prototype after feedback sessions?

We try to keep more than one direction open at a time. It might mean having multiple different prototypes, or a single option that has sliders and preferences and can be adjusted. If someone gives us good feedback, we’ll incorporate it or try it out. If it’s in conflict with the previous direction, we keep both around to let people compare.

Have you ever had a product that had little to no changes after feedback? A “hole-in-one”?

Never! If we’re not getting feedback on something, we’re just not showing it to the right people. We’ll eventually show it to someone who will have feedback — either improvements or reasons why it won’t work. That’s the fun part about working with a whole lot of people who are very talented at what they do.

How do you go about adding magic, delight, and whimsy to a prototype?

Give yourself time to not worry about solving the problem. “What other ideas does this give us?” can mean [something] completely unrelated. But if something seems interesting, it’s worth trying. Those weird-but-interesting ideas can inspire us to connect the weird/whimsical inspiration to something that actually solves the problem.

How does your team go about prototyping advanced interactions without having to fully build something?

We find a way to fake it! “Prototyping for AR“ from WWDC18 has good examples of clever prototyping that don’t involve code at all. There are ways to fake things with paper printouts or clever video capture too. And simple Keynote animations can teach a lot.

Prototyping for AR

Designing for AR can be intimidating and discovering design flaws late in the process can be costly. See how low-tech traditional prototyping techniques can help you validate and refine your AR app and game design ideas.

Are there any other good WWDC sessions on prototyping past or present you’d recommend?

You can search “prototyping” in the Developer app or on developer.apple.com to find all sessions we’ve worked on, including “Fake it ‘till you make it” from WWDC14 and “The life of a button” from WWDC18. There’s also “Discoverable design” from WWDC21, which is more about discoverability — something we care a lot about!

The Life of a Button

An in-depth exploration of essential interaction, visual and sound design principles and techniques through the design of a simple button.

Prototyping: Fake It Till You Make It

Make better apps by trying things out first, before you write any code. Get a glimpse of Apple’s prototyping process and the range of tools and techniques we use, some of which might surprise you.

Discoverable design

Discover how you can create interactive, memorable experiences to onboard people into your app. We’ll take you through discoverable design practices and learn how you can craft explorable, fun interfaces that help people grasp the possibilities of your app at a glance. We’ll also show you how…

Do you ever have to stop and refocus a vision or design — say, if too many new ideas have been added?

Definitely. When that happens, we typically try to focus on what people loved the most. If you have dozens of things competing for your attention, focusing on the two or three that seem to be winning hearts over is a good way to move forward without getting bogged down. Also, sometimes you may have to accept that while you have a bunch of kinda cool things, there’s no one true winner. That’s OK! There’s always a way for things you liked to make their way into other work in the future.

What’s one piece of advice you’d want to share?

Always remember what you’re building a prototype for and what you’re trying to answer. We sometimes get caught up in trying for a perfectly polished prototype. But it should always be about quickly and efficiently testing a panel of different ideas. Sometimes it helps to get away from the screen and use low-tech tools.

How would you sum up the team’s design philosophy?

Make things, show them to people, learn from their feedback! That should be a tattoo at this point.

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Behind the Design WWDC22

The Apple Design Awards honors excellence in innovation, ingenuity, and technical achievement in app and game design. Our award-winning designers take thoughtful and creative approaches to their apps and games, giving people new ways to work, play, or imagine things that were never before possible.

To celebrate our 2022 Apple Design Award-winning apps and games, we’ve put together a series of interviews with their creators. Starting June 27, go behind the design and learn about our winners’ creative process, challenges, and how they brought their bold and distinctive ideas to life.


Gibbon: Beyond the Trees

Coming June 27.

Halide Mark II

Coming July 5.

A Musical Story

Coming July 11.

Procreate

Coming July 18.

Wylde Flowers

Coming July 25.

Odio

Coming August 1.

MARVEL Future Revolution

Coming August 8.

Slopes

Coming August 15.

LEGO Star Wars Castaways

Coming August 22.

(Not Boring) Habits

Coming August 29.

Overboard!

Coming September 5.

Rebel Girls

Coming September 12.

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Further updates on StoreKit External Entitlement for dating apps in the Netherlands storefront

Following productive conversations with the Netherlands Authority for Consumers and Markets (ACM), today we’re introducing additional adjustments to Apple’s plan to comply with the regulator’s order pertaining to dating apps on the App Store in the Netherlands:

  • Developers of dating apps in the Netherlands can use the StoreKit External Purchase Entitlement, the StoreKit External Purchase Link Entitlement, or both entitlements.

  • In accordance with the ACM’s wishes, we’ve made adjustments to the user interface requirements announced this past March for developers who choose to use either or both of the entitlements.

  • We’ve adjusted the payment processing provider criteria for developers who wish to use either of the entitlements.

  • The 3 percent commission discount also applies to in-app purchases that qualify for a lower commission rate (for example, App Store Small Business Program enrollees or subscription services after one year of paid service — both of which already qualify for a 15% commission).

As a reminder, developers of dating apps who want to continue using Apple’s in-app purchase system — which we believe is the safest and most secure way for users to purchase digital goods and services — may do so and no further action is needed.

We don’t believe some of these changes are in the best interests of our users’ privacy or data security. Because Apple is committed to constructive engagement with regulators, we’re making the additional changes at the ACM’s request. As we’ve previously said, we disagree with the ACM’s original order and are appealing it.

Learn more

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Challenge: Menu bar extras with SwiftUI

And now, a brief message from your friend, the Mac menu bar:

Hi! 👋🏻 I’m the menu bar! I always love making File → New Friends. We might have first met in the early 1980s, but I’ve only gotten more powerful and helpful (Format → Font → Humble Brag).

I’ve always had opinions. During the 90s, I was the one who told you you were exceptional every night (Special → Sleep). I have constant viewpoints about what time it is. And I don’t mean to Window → Minimize my contributions, but even Siri wants to hang out with me.

I have enjoyed capturing your full attention for some years. But now I’ve decided to share the Spotlight. Menu bar extras have arrived in SwiftUI!

So here’s your challenge: Build me a menu bar extra in SwiftUI that I’d wear with pride. I’d drop down with joy if you’d make a little utility for me, and I’d be a click above ecstatic if you gave me the honor of hosting a small portion of your app.

Begin the challenge

To help you build a menu bar extra and complete the Mac menu bar’s challenge, we’ve compiled a few resources to help you get started:

Bring multiple windows to your SwiftUI app

Discover the latest SwiftUI APIs to help you present windows within your app’s scenes. We’ll explore how scene types like MenuBarExtra can help you easily build more kinds of apps using SwiftUI. We’ll also show you how to use modifiers that customize the presentation and behavior of your app…

MenuBarExtra

Explore the Human Interface Guidelines for menu bar extras

We welcome you to visit the SwiftUI Study Hall to collaborate on this challenge! Ask questions, connect with other developers, and share your creations.

And to close out this challenge, one more note from the menu bar:

Make sure you File → Share with me what you did on Twitter with the hashtag #WWDC22Challenges. We hope you’ve had a great Edit → Select All → WWDC22!

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WWDC22 Daily Digest: Friday

Welcome! It’s time for our final morning briefing. (We know — we can’t believe it’s Friday, either.) Before we power down for the week, however, we’ve got one more great day of events and activities.

Let’s begin by catching up on Day 4:

WWDC22 Day 4 recap

It’s time to review Day 4. Check out the Thursday highlights and tune in for a quick preview of the last day of WWDC22.

Send us your feedback about WWDC22

Spent time watching sessions, participating in Digital Lounges, attending labs, or trying out challenges this week as part of WWDC22? We’d love to know what you thought. Take five minutes out of your day — less time than a coffee break! — and fill out the WWDC22 Developer Survey.

Take part in the WWDC22 Developer Survey

Spotlight on sessions, Digital Lounges, and labs

Our final day packs in a bunch of great sessions: Discover how you can accelerate machine learning with Metal, bring multiple windows to your SwiftUI app, and learn how to optimize your app or game’s memory and battery consumption.

Accelerate machine learning with Metal

Discover how you can use Metal to accelerate your PyTorch model training on macOS. We’ll take you through updates to TensorFlow training support, explore the latest features and operations of MPS Graph, and share best practices to help you achieve great performance for all your machine learning…

Bring multiple windows to your SwiftUI app

Discover the latest SwiftUI APIs to help you present windows within your app’s scenes. We’ll explore how scene types like MenuBarExtra can help you easily build more kinds of apps using SwiftUI. We’ll also show you how to use modifiers that customize the presentation and behavior of your app…

Power down: Improve battery consumption

Discover how you can limit your power usage and help people get even more out of your app. We’ll show you how you can reduce battery drain from your app by making four key changes to your code. Learn how to add Dark Mode to your app and benefit from OLED displays, audit frame rates from secondary…

Profile and optimize your game’s memory

Learn how Apple platforms calculate and allocate memory for your game. We’ll show you how to use Instruments and the Game Memory template to profile your game, take a memory graph to monitor current memory use, and analyze it using Xcode Memory Debugger and command line tools. We’ll also explore…

Caught up on sessions for the day? Join us in the Digital Lounges for Q&As with our ARKit, WidgetKit, Metal teams, and more — and enjoy a live watch party with the presenter of “Explore the machine learning developer experience.”

Live from the Developer Center

The Developer Center played host to several developer podcasts during WWDC week, including Under the Radar, Swift by Sundell, Hacking with Swift, and The Talk Show.

Apple senior vice president of worldwide marketing Greg Joswiak and senior vice president of software engineering Craig Federighi chat with John Gruber during a taped broadcast of The Talk Show.

Apple senior vice president of worldwide marketing Greg Joswiak and senior vice president of software engineering Craig Federighi chat with John Gruber during a taped broadcast of The Talk Show.

Listen to Under the Radar to learn how you can visit the new Developer Center, catch up on all the new SwiftUI features in iOS 16 with Hacking with Swift, and — in an exclusive reveal — find out on The Talk Show the hair accessory senior vice president of software engineering Craig Federighi almost wore during the keynote.

The Talk Show: WWDC22

Hacking with Swift: What’s new in SwiftUI for iOS 16

Swift by Sundell: Swift 5.7, generics, and the road to Swift 6

Under the Radar: WWDC 2022 Special

Peek behind the design

WWDC22 may be winding down, but the Behind the Design series is just ramping up.

Starting June 27, check back weekly for behind-the-scenes interviews with the creators of our 2022 Apple Design Award-winning apps and games.

A WWDC22 wrap

Thanks for coming to a magical, memorable WWDC. It’s been an incredible week — welcoming people to the Developer Center and Apple Park, connecting online in the lounges and labs, exploring sessions and documentation — and we appreciate the opportunity to share it with you.