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Design for iPhone Duo

Apple Developer session · 10m 45s · Watch on YouTube ↗

Design for iPhone Duo

Source: Design for iPhone Duo (Apple Developer) · 10 min 45s

By Marcos and Vince, Apple's design team.

iPhone Duo is a device you can hold, prop on a table like a laptop, fold like a book, or stand on its edge. The design goal: one app that feels like a single experience across every pose — not six custom layouts. The core idea is refreshingly simple.

Controls move to the side

Closed, the outer display is wider and shorter than a traditional iPhone. To maximize vertical space for content and keep things thumb-reachable, controls relocate to the right edge — your tab bar, toolbars, back button, status bar, and the (now vertically expanding) Dynamic Island. Content gets an uninterrupted area on the left.

The same applies to the inner display. The only pose that keeps horizontal bars is the inner display in portrait, where there's room for plenty of vertical content.

You rarely build this by hand. If your app uses standard components:

If there's not enough room, app controls collapse into an overflow menu.

The fold is a natural divider

When you fold the device like a book, content automatically moves away from the curve:

Design for two size classes

You don't need per-pose designs. Target just:

Avoid fixed widths and screen-tied metrics. Build with layout margins and horizontal safe-area insets, and your app adapts automatically. (Optional: a hands-free pose layout — media on top, tappable controls on a stable base at the bottom — is worth considering since people will set Duo down on tables.)

Asymmetric layers

With controls on one side, most of your layout is now asymmetric:

Inner display: don't stretch, restructure

An iPhone app stretched wide looks wrong. Instead pick from these patterns, keeping the same hierarchy and functionality inside and out (people open and close Duo constantly — never gate features behind a pose):

Sheets


The takeaway: your iPhone app is closer than you think. Resizability + using system components gets you most of the way. The rest of the series covers the engineering (adaptive layouts, screens & scenes, vertical bars, and camera).

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