{"id":"visionos-spatial","no":512,"name":"visionOS Spatial Design","ja":"visionOS 空間デザイン","era":"2023–","family":"Apple UI","kind":"スタイル","collection":"Dictionary expansion 26","addedAt":"2026-08-19","source":{"title":"Apple — Human Interface Guidelines: Designing for visionOS","url":"https://developer.apple.com/design/human-interface-guidelines/designing-for-visionos"},"reference":{"status":"verified","pageUrl":"https://developer.apple.com/design/human-interface-guidelines/designing-for-visionos","credit":"Apple — Human Interface Guidelines: Designing for visionOS","gallery":[{"imageUrl":"https://commons.wikimedia.org/wiki/Special:FilePath/Apple%20Vision%20Pro%20home%20screen%20-%20visionOS%2026.png?width=640","pageUrl":"https://commons.wikimedia.org/wiki/File:Apple%20Vision%20Pro%20home%20screen%20-%20visionOS%2026.png","credit":"visionOS 26 のホーム画面 2025 — Wikimedia Commons / CC0"},{"imageUrl":"https://commons.wikimedia.org/wiki/Special:FilePath/Heypster%20visionOS%202.jpg?width=640","pageUrl":"https://commons.wikimedia.org/wiki/File:Heypster%20visionOS%202.jpg","credit":"visionOS 2 でアプリの窓を実景に重ねた画面 2025 — Wikimedia Commons / CC0"},{"imageUrl":"https://commons.wikimedia.org/wiki/Special:FilePath/Centre%20de%20contr%C3%B4le%20-%20visionOS%2026.png?width=640","pageUrl":"https://commons.wikimedia.org/wiki/File:Centre%20de%20contr%C3%B4le%20-%20visionOS%2026.png","credit":"visionOS 26 のコントロールセンター 2025 — Wikimedia Commons / CC0"}]},"essence":"Apple が Vision Pro 向けの指針書で定めた画面の言語。窓はガラスと呼ぶ素材の直立した面で、周囲の実景を透かし、鏡面反射と影で置かれた位置と大きさを伝える。点をピクセルではなく角度で定義するので、遠ざけても見かけの大きさが変わらない。","cues":["背景を差し替えられないガラスの直立面。実景が透け、鏡面反射と影が落ちる","既定の窓は 1280x720 pt で、開いた直後は約2メートル先、見かけの幅は約3メートル","見た要素だけが光るホバー効果。当たり判定は角の丸い一塊にまとめられる","枠を持たない volume では、閉じる釦と窓バーが歩いた側へ向き直る"],"intents":["未来","静けさ","技術"],"works":["iPad 向けに作った画面を、実景の上に浮く板として読めるように組み直すとき","製品の立体模型を実寸で見せる展示を、枠のない volume として空間に置くとき"],"recipe":{"type":"SF Pro を使い、本文と見出しは他のプラットフォームより太い段階を選ぶ。文字色は白を既定とし、文字自体に奥行きを与えない。空間の一点に結んだ名札は常に見る人の方へ回す。","layout":"1280x720 pt を出発点にし、内容の形に合わせて縦横比を決める。操作要素の周囲に 16pt 以上の余白を取り、中心どうしは 60pt 以上離す。最小と最大の寸法を必ず決めておく。","material":"背景はガラスのまま使う。奥行きは影と鏡面反射と色温度で作り、文字には落とさない。窓に入れる立体は浅く保ち、深さが要るものは volume へ移す。"},"avoid":"ガラスを不透明な色に差し替えると要素どうしのまとまりが消えて文字が読みにくくなり、周囲が見えないぶん窓そのものが重く感じられる。","colors":["#FFFFFF","#C9CED6","#101014"],"motif":"graphic","pair":["liquid-glass","glassmorphism"],"study":["HIG の windows と spatial layout を読み、点を角度で定義することが版面設計に何をもたらすか確かめる","画像と説明文をひとつの操作対象にまとめるとき、ホバー効果を当てる領域をどう定義しているか","1280x720 pt の窓を2メートル先に置いたときの実際の見かけの大きさを測る"],"en":{"essence":"The screen language Apple set out for Vision Pro in its Human Interface Guidelines. A window is an upright plane whose background is a material Apple calls glass, so the room shows through it while specular reflections and shadows report where the plane sits and how big it is. visionOS defines a point as an angle rather than a count of pixels, which keeps a window's apparent size constant as it moves away.","cues":["An upright plane with a glass background that cannot be swapped out, carrying specular reflections and shadows","A default window of 1280x720 pt, opening about two metres away with an apparent width near three metres","A hover effect that lights only the element being looked at, with one rounded target region per control","Volumes have no visible frame, and their close button and window bar rotate to face whoever walks around them"],"works":["Reworking an iPad layout into a panel that stays legible while floating over a real room","Showing a product model at life size, placed in the room as a frameless volume rather than a window"],"recipe":{"type":"Use SF Pro, choosing the heavier body and title steps this platform provides. Default to white text and keep the glyphs themselves flat. Labels tied to a point in space should always turn to face the viewer.","layout":"Start from 1280x720 pt and let the content decide the proportion. Leave at least 16 pt of margin around each interactive item and keep centres at least 60 pt apart. Always set a minimum and a maximum window size.","material":"Keep the glass background. Build depth from shadow, specular reflection and colour temperature, never from raised text. Keep any 3D inside a window shallow and move deeper objects into a volume."},"avoid":"Replacing the glass with an opaque fill breaks the visual relationship between elements, hurts legibility, and makes the window feel heavy because it hides the room behind it.","study":["HIG の windows と spatial layout を読み、点を角度で定義することが版面設計に何をもたらすか確かめる","画像と説明文をひとつの操作対象にまとめるとき、ホバー効果を当てる領域をどう定義しているか","1280x720 pt の窓を2メートル先に置いたときの実際の見かけの大きさを測る"]}}