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Curated resources on designing for VR, AR and spatial computing

178 resources · curated since 2015

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VR Interface Design Manifesto (opens in a new tab)

Video · Mike Alger

Why VR interfaces should be designed for space, not ported from screens.

Design Practices in Virtual Reality (opens in a new tab)

Article · Jonathan Ravasz

Practical design advice from someone who builds VR interfaces.

Principles of spatial design (opens in a new tab)

Video · Apple, WWDC23

Apple on depth, scale, windows and immersion.

Locomotion Best Practices (opens in a new tab)

Docs · Meta

How to move people around without making them sick.

Mixed Reality Design (opens in a new tab)

Docs · Meta

Designing where the real room and virtual content share one space.

XR Accessibility User Requirements (opens in a new tab)

Docs · W3C Accessible Platform Architectures Working Group

What disabled users need from XR, before you start designing.

Guidelines

Designing for visionOS (opens in a new tab)

Docs · Apple

Apple's official design guidance for Vision Pro apps.

Meta Horizon OS Design (opens in a new tab)

Docs · Meta

Meta's design guidance for Quest, covering passthrough, input and locomotion.

Design for XR (opens in a new tab)

Docs · Google

Google's starting point for Android XR design.

Spatial UI (Android XR) (opens in a new tab)

Docs · Google

How Android XR handles panels, orbiters and depth.

Scale, sizes, and visual design (Android XR) (opens in a new tab)

Docs · Google

Sizing, type and colour for Android XR headsets and wired glasses, with a motion sickness check.

Design principles (Android AI glasses) (opens in a new tab)

Docs · Google

Hands-free, glanceable UI for glasses, where a transparent display competes with the real world.

WebXR Device API (opens in a new tab)

Docs · MDN Web Docs

MDN's reference and guides for WebXR.

Immersive Web (opens in a new tab)

Docs · Immersive Web Working Group

Home of the group that develops WebXR.

WebXR Device API Specification (opens in a new tab)

Docs · W3C Immersive Web Working Group

The WebXR spec itself.

Design for spatial user interfaces (opens in a new tab)

Video · Apple, WWDC23

Apple's WWDC23 session on materials, type and layout for visionOS.

Passthrough Design (opens in a new tab)

Docs · Meta

Meta on passthrough: real depth, and clear lines between real and virtual.

Typography (opens in a new tab)

Docs · Meta

Meta's type guidance for text read at varying distances and angles.

Audio Guidelines (opens in a new tab)

Docs · Magic Leap

Magic Leap on AR audio, where sound can draw attention outside the field of view.

Best Practices for Immersive Audio in VR (opens in a new tab)

Docs · Unity

How room layout and materials affect VR sound, and how to set up spatializers in Unity.

Mobile VR Application Development: User Interface Guidelines (opens in a new tab)

DocsArchived 2015 · Oculus

Oculus's interface guidance for mobile VR.

Oculus Best Practices for Creating Great VR Content (opens in a new tab)

DocsArchived 2016 · Oculus

Oculus's guide to making good VR content.

Virtual Reality Human Interface Guidelines (opens in a new tab)

Slides · Brett Red

Slides proposing human interface guidelines for VR.

Microsoft: Fluent Design System (opens in a new tab)

Docs · Microsoft

An eloquent design system for a complex world. Now’s the time for bold, scalable, universal design.

Daydream Elements (opens in a new tab)

Tool · Google

A collection of tech demos that showcase principles and best practices for developing high-quality VR experiences.

Designing for Google Cardboard (opens in a new tab)

Docs · Google

Principles

Designing for Virtual Reality (opens in a new tab)

Video · Manuel Clément, Google I/O 2015

UX in VR: Designing For Virtual Reality (opens in a new tab)

Video · Laura Cortes & Cyriele Piancastelli

Designing for Virtual Reality (opens in a new tab)

VideoArchived 2016 · Rebecca Torbochkin

VR Design Process (opens in a new tab)

Video · Google I/O 2016

Designing for Daydream (opens in a new tab)

Video · Google I/O 2016

The current state of UX and VR (opens in a new tab)

Video · Thomas Gläser (CoSpaces)

10 UX Challenges to Consider in VR (opens in a new tab)

Video · Adrienne Hunter & Eva Hoerth

The hierarchy of needs in virtual reality development (opens in a new tab)

Article · Beau Cronin

Analyzing VR as a computing platform (opens in a new tab)

Article · Beau Cronin

From product design to Virtual Reality (opens in a new tab)

Article · Jean-Marc Denis

The Fundamentals of User Experience in Virtual Reality (opens in a new tab)

Article · Daniel Allen

8 Things Every Educational Game Developer Needs to Know (opens in a new tab)

ArticleArchived 2016 · Alex Colgan, Leap Motion

The Oculus Rift and User Experience (opens in a new tab)

Article · Peter Hornsby

VRID: A Design Model and Methodology for Developing Virtual Reality Interfaces (opens in a new tab)

Article · Vilvan tanriverdi & Robert J.K. Jacob

The Rise and Fall and Rise of Virtual Reality (opens in a new tab)

Article · Verge

UX pointers for VR design (opens in a new tab)

Article · Timoni West

Design for Virtual Reality (opens in a new tab)

ArticleArchived 2015 · Framer JS Blog

Unlocking VRs True Potential with UX (opens in a new tab)

Article · Jim Yang

A Sense of Scale in VR (opens in a new tab)

Article · Alexander Kondratskiy

Get started with VR: user experience design (opens in a new tab)

ArticleArchived 2016 · Adrienne Hunter

You’re the center of the universe: A UX guide to designing virtual reality experiences (opens in a new tab)

Article · Samantha Anderson

The UX of VR: How to design user experiences for this new medium (opens in a new tab)

Article · Laura Cortes

The Fidelity Contract in VR (opens in a new tab)

Article · Kimberly Voll

Beyond Reality: First steps into the unknown (opens in a new tab)

Article · Sam Applebee

Design Insights for Virtual Reality UX (opens in a new tab)

Article · Punchcut

Making Sense of Skyboxes in VR Design: How the physics of our real world translate to VR design practices. (opens in a new tab)

Article · Tessa Chung

Practical VR: A Design Cheat Sheet. (opens in a new tab)

Article · Ryan Betts

Designing VR for Mobile (opens in a new tab)

Article · Robin Har

Realism, expectations, and the fidelity contract in VR design (opens in a new tab)

Article · Adrienne Hunter

Design a pleasant user experience inside the VR (opens in a new tab)

Article · Sophie Riwaters

UX in VR: Designing For Virtual Reality (opens in a new tab)

Slides · Laura Cortes & Cyriele Piancastelli

Sustainable UX in VR (opens in a new tab)

Slides · Dr. Pete Markiewicz

3D User Interfaces: Theory and Practice (opens in a new tab)

Book · Doug A. Bowman, Ernst Kruijff, Ivan Poupyrev Joseph J. LaViola

The standard academic textbook on 3D user interfaces.

Computers as Theatre (opens in a new tab)

Book · Brenda Laurel

Brenda Laurel on applying theatre to interaction design.

VR UX: Learn VR UX, Storytelling & Design (opens in a new tab)

Book · Casey Fictum

An introduction to VR UX, storytelling and design.

Designing for Mixed Reality: Blending Data, AR, and the Physical World (opens in a new tab)

Book · Kharis O'Connell

Blending data, AR and the physical world in mixed reality design.

VIRTUAL REALITY (opens in a new tab)

Book · Steven M. LaValle

Steven LaValle's textbook on how VR works.

UX for XR: User Experience Design and Strategies for Immersive Technologies (opens in a new tab)

Book · Cornel Hillmann

XR UX strategy, from space and senses to storyboarding.

Interface

UX & Virtual Reality - Designing for interfaces without Screens (opens in a new tab)

Article · Prashanth Shanmugam

Immersive Design - Learning to let go of the screen (opens in a new tab)

Article · Matt Sundstrom

Video game user interface design: Diegesis theory (opens in a new tab)

Article · Dave Russell

Designing VR Tools (opens in a new tab)

ArticleArchived 2015 · Alex Colgan, Leap Motion

Buttons in Virtual Reality - A UI/UX Design Approach (opens in a new tab)

Article · Reality Shift

Virtual is Reality Again : Interface vs Interference Design 2014 (opens in a new tab)

Article · Larry Rosenthal

UI / UX design patterns in virtual reality (opens in a new tab)

Article · Reality Shift

Goodbye Metaphors, Hello World— Interface Design in Virtual Reality (opens in a new tab)

Article · Austin McCasland

VR interfaces versus traditional interfaces (opens in a new tab)

Article · Tuukka Takala

The Role of Typography in AR and VR Experiences (opens in a new tab)

Article · Nadine Chahine, Samsung Developers

Movement

Locomotion, Comfort and Usability (opens in a new tab)

Docs · Meta

Meta on comfort options for locomotion, with target walking and running speeds.

Locomotion in VR: Overview of different locomotion methods on HTC Vive (opens in a new tab)

Video · Bumble

Compares locomotion methods on the HTC Vive.

Flying through (virtual) reality (opens in a new tab)

Video · Patrik Künzler

On flying as a way to move through VR.

Comfortable VR Movement in Dead Secret (opens in a new tab)

Article · Robot Invader

How Robot Invader handled movement in Dead Secret.

Going after a new VR Navigation System (opens in a new tab)

Article · Thomas Balouet

One designer's search for a better VR navigation system.

Ten Do's And Don'ts To Improve Comfort in VR (opens in a new tab)

Article · Daniel Allen

Ten do's and don'ts for keeping people comfortable in VR.

A UX Designers Guide to Combat VR Sickness (opens in a new tab)

Article · Reality Shift

A UX designer's guide to VR sickness.

AR / VR Teleportation Concepts (opens in a new tab)

Article · Albert Hwang

Teleportation concepts for AR and VR.

Don’t teleport. Fly!: How to do it in VR without motion sickness (opens in a new tab)

Article · Andre Le

Why flying can beat teleporting, and how to do it without motion sickness.

More Ways to Make Your Users Sick – A talk about WebVR and UX Design (opens in a new tab)

Slides · Michaela Lehr (GeilDanke)

What makes users sick in WebVR, and what to do about it.

Recenter the HMD Before Starting Your Application (opens in a new tab)

Article · Kevin Burke

Input

Design Principles and Challenges for Gaze + Pinch Interaction in XR (opens in a new tab)

Article · Ken Pfeuffer & Hans Gellersen

Five design principles for gaze plus pinch, from the researchers who studied it.

Hand Tracking Design Best Practices (opens in a new tab)

Docs · Qualcomm

Qualcomm's hand-tracking advice: teach gestures, give feedback, keep actions reversible and targets within reach.

Designing Standing VR Experiences with Tracked Controllers (opens in a new tab)

Video · Alex Schwartz & Devin Reimer (Owlchemy Labs)

Owlchemy Labs on designing for standing VR with tracked controllers.

Designing for VR: Input, Planning, and Testing (opens in a new tab)

Video · Liv Erickson, Just A/VR (MSDN)

Planning, input and testing for VR, from a Microsoft talk.

Future VR Input & UX Solutions (opens in a new tab)

Video · Stephen Tanguay

Where VR input and UX might go next.

Hand-Tracked Controls: Design and Implementation for Serious VR (opens in a new tab)

Video · Matt Newport (OssoVR)

Matt Newport on designing and building hand-tracked controls.

Hand Tracked Controls in VR - The Basics (opens in a new tab)

Article · Matt Newport

The basics of hand-tracked controls.

Hand Tracked Controls in VR - Throwing (opens in a new tab)

Article · Matt Newport

Getting throwing right with hand-tracked controls.

Oculus: Hand Tracking - Interactions (opens in a new tab)

DocsArchived 2021 · Oculus

Oculus on hand-tracking interactions.

NewtonVR: Physics-based interaction on the Vive (Part 1) (opens in a new tab)

ArticleArchived 2016 · Nick Abel

6 Principals of Leap Motion Interaction Design (opens in a new tab)

ArticleArchived 2015 · Alex Colgan, Leap Motion

VR Interaction Design from the Ground Up (opens in a new tab)

ArticleArchived 2015 · Alex Colgan, Leap Motion

Interaction Considerations for Virtual and Augmented Reality (opens in a new tab)

ArticleArchived 2016 · Liv Erickson

Cause & Effect— VR’s Essential Interaction (opens in a new tab)

Article · Azad Balabanian

Exploring Methods for Conveying Object Weight in Virtual Reality (opens in a new tab)

Article · Ben Lang

Accessibility

XR Access (opens in a new tab)

Docs · XR Access Initiative

A community working on accessible XR.

Accessibility and VR (opens in a new tab)

Video · Brian Van Buren, Tomorrow Today Labs

A talk on making VR accessible.

VR & Accessibility (opens in a new tab)

Article · Ian Hamilton

Ian Hamilton on accessibility in VR.

Game accessibility guidelines (opens in a new tab)

Docs

A straightforward reference for inclusive game design.

The user is disabled: solving for physical limitations in VR (opens in a new tab)

ArticleArchived 2016 · Adrienne Hunter

Storytelling

The Swayze Effect (opens in a new tab)

ArticleArchived 2016 · Matt Burdette

The Storyteller’s Guide to the Virtual Reality Audience (opens in a new tab)

Article · Katy Newton, Karin Soukup

Limbo - dolly shots for cinematic VR (opens in a new tab)

Article · Daniel Sproll

Social VR Solutions: How to design Social VR so it isn’t awful (opens in a new tab)

ArticleArchived 2016 · Suzanne Leibrick

A multiplayer approach to collaborative decision-making (opens in a new tab)

Article · Andre Le

How to Take Better 360 Photos (opens in a new tab)

Article · Robin Har

Virtual Reality in Journalism (opens in a new tab)

Book · Raney Aronson-Rath, James Milward, Taylor Owen and Fergus Pitt

A report on how VR is used in journalism.

Tools

How to turn a 6 slides keynote into a WebVR experience (opens in a new tab)

Article · Arturo Paracuellos

Virtual Reality Development Tips (opens in a new tab)

Article · Alistair Doulin

Considerations for VR developers (opens in a new tab)

Article · Tuukka Takala

Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile (opens in a new tab)

Book · Tony Parisi

A hands-on guide to building VR for desktop, web and mobile.

Oculus Rift in Action (opens in a new tab)

Book · Bradley Davis, Karen Bryla, Alex Benton

A developer's guide to building for the Oculus Rift.

VR Design Lab - Unity project (opens in a new tab)

Tool · VRUX.co

Open source VR design examples.

Focal Point VR - Unity Demo Scenes (opens in a new tab)

Tool · Albert Hwang

An open-source VR interaction framework for the HTC Vive and Unity.

NewtonVR - Unity framework (opens in a new tab)

Tool · Tomorrow Today Labs

A free, physics-based VR interaction framework for the HTC Vive and Unity.

A-Frame - Building blocks for the virtual reality web (opens in a new tab)

Tool

ThreeJS/WebGL/WebVR framework. Use markup to create VR experiences that work across desktop, iOS, Android, and the Oculus Rift.

SteamVR Unity Toolkit (opens in a new tab)

Tool

A collection of useful scripts and prefabs for building SteamVR titles in Unity 5.

Hover UI Kit (opens in a new tab)

Tool · Zach Kinstner

A pre-built 'interface module' provided with Hover UI.

The VR Glossary (opens in a new tab)

Docs

The ultimate resource for virtual reality terminology.

Prototool (opens in a new tab)

Tool · Create, test & share VR design mockups

VRTK - Virtual Reality Toolkit (opens in a new tab)

Tool

Based on NewtonVR (which is listed), and a very popular interaction toolkit for Unity.

Many thanks to all of the authors of the talks, articles, and guides referenced in the list. Without these people doing the hard thinking, Virtual Reality wouldn't be where it is today.

Curated & built with ❤️ by Max Glenister.