In September 2015 is did a short presentation about Apple for developers in the Microsoft ecosystem. This is the second part of the presentation's transcription.
We'll split this up in three part: how to DESIGN, DEVELOP & DEPLOY apps.
How to Design for Apple
Design for each of these devices natively. If there's only one thing you're going to read in this article let it be this: Apple expects you to design the best possible user experience for each device. Yes, this means rebuilding your app several times. Deal with it.
Apple is big on real-life testing. So you'll need to get into the habit of asking questions like "Does it work while lying down?", "Does it work while I'm distracted & walking on the sidewalk?". High-quality apps in the Apple ecosystem are native & well-tested in real-world environments. For Apple, Design is how it works & the only way to guarantee a good experience is lots and lots of testing.
Build Prototypes. But ditch the wireframing nonsense. A prototype is a pixel-perfect rendition of the app that can be tested in real-world environments. Yes, wireframing tools are useful for brainstorming, but not for testing. Yes, this is more expensive. Deal with it.
Apps are platform-savvy: whenever possible use native controls & usage conventions. Porting over your Windows Phone or Android UI is the best way to build an app that sucks. Apple users are a picky lot. They WILL notice.
Design a native UI for each device, use native controls & become part of the Apple ecosystem by using native APIs such as Handoff, HealthKit, HomeKit, TouchID, etc ... Apple likes apps that make use of their native hardware.
Yes, your app WILL be rejected if the UI is not intuitive enough. So make sure your app is easy to navigate, always put the content front-and-center, use touch gestures & strive for simplicity and clarity in your apps.
How to Develop for Apple