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VR Interface Design Manifesto (opens in a new tab)
Why VR interfaces should be designed for space, not ported from screens.
Design Practices in Virtual Reality (opens in a new tab)
Practical design advice from someone who builds VR interfaces.
Principles of spatial design (opens in a new tab)
Apple on depth, scale, windows and immersion.
Locomotion Best Practices (opens in a new tab)
How to move people around without making them sick.
Mixed Reality Design (opens in a new tab)
Designing where the real room and virtual content share one space.
XR Accessibility User Requirements (opens in a new tab)
What disabled users need from XR, before you start designing.
Guidelines
Designing for visionOS (opens in a new tab)
Apple's official design guidance for Vision Pro apps.
Meta Horizon OS Design (opens in a new tab)
Meta's design guidance for Quest, covering passthrough, input and locomotion.
Design for XR (opens in a new tab)
Google's starting point for Android XR design.
Spatial UI (Android XR) (opens in a new tab)
How Android XR handles panels, orbiters and depth.
Scale, sizes, and visual design (Android XR) (opens in a new tab)
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)
Hands-free, glanceable UI for glasses, where a transparent display competes with the real world.
WebXR Device API (opens in a new tab)
MDN's reference and guides for WebXR.
Immersive Web (opens in a new tab)
Home of the group that develops WebXR.
WebXR Device API Specification (opens in a new tab)
The WebXR spec itself.
Design for spatial user interfaces (opens in a new tab)
Apple's WWDC23 session on materials, type and layout for visionOS.
Passthrough Design (opens in a new tab)
Meta on passthrough: real depth, and clear lines between real and virtual.
Typography (opens in a new tab)
Meta's type guidance for text read at varying distances and angles.
Audio Guidelines (opens in a new tab)
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)
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)
Oculus's interface guidance for mobile VR.
Oculus Best Practices for Creating Great VR Content (opens in a new tab)
Oculus's guide to making good VR content.
Microsoft: Fluent Design System (opens in a new tab)
An eloquent design system for a complex world. Now’s the time for bold, scalable, universal design.
Daydream Elements (opens in a new tab)
A collection of tech demos that showcase principles and best practices for developing high-quality VR experiences.
Principles
3D User Interfaces: Theory and Practice (opens in a new tab)
The standard academic textbook on 3D user interfaces.
Computers as Theatre (opens in a new tab)
Brenda Laurel on applying theatre to interaction design.
VR UX: Learn VR UX, Storytelling & Design (opens in a new tab)
An introduction to VR UX, storytelling and design.
Designing for Mixed Reality: Blending Data, AR, and the Physical World (opens in a new tab)
Blending data, AR and the physical world in mixed reality design.
VIRTUAL REALITY (opens in a new tab)
Steven LaValle's textbook on how VR works.
UX for XR: User Experience Design and Strategies for Immersive Technologies (opens in a new tab)
XR UX strategy, from space and senses to storyboarding.
Case studies
Interface
Movement
Locomotion, Comfort and Usability (opens in a new tab)
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)
Compares locomotion methods on the HTC Vive.
Flying through (virtual) reality (opens in a new tab)
On flying as a way to move through VR.
Comfortable VR Movement in Dead Secret (opens in a new tab)
How Robot Invader handled movement in Dead Secret.
Going after a new VR Navigation System (opens in a new tab)
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)
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)
A UX designer's guide to VR sickness.
AR / VR Teleportation Concepts (opens in a new tab)
Teleportation concepts for AR and VR.
Don’t teleport. Fly!: How to do it in VR without motion sickness (opens in a new tab)
Why flying can beat teleporting, and how to do it without motion sickness.
Input
Design Principles and Challenges for Gaze + Pinch Interaction in XR (opens in a new tab)
Five design principles for gaze plus pinch, from the researchers who studied it.
Hand Tracking Design Best Practices (opens in a new tab)
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)
Owlchemy Labs on designing for standing VR with tracked controllers.
Designing for VR: Input, Planning, and Testing (opens in a new tab)
Planning, input and testing for VR, from a Microsoft talk.
Future VR Input & UX Solutions (opens in a new tab)
Where VR input and UX might go next.
Hand-Tracked Controls: Design and Implementation for Serious VR (opens in a new tab)
Matt Newport on designing and building hand-tracked controls.
Hand Tracked Controls in VR - The Basics (opens in a new tab)
The basics of hand-tracked controls.
Hand Tracked Controls in VR - Throwing (opens in a new tab)
Getting throwing right with hand-tracked controls.
Oculus: Hand Tracking - Interactions (opens in a new tab)
Oculus on hand-tracking interactions.
Accessibility
XR Access (opens in a new tab)
A community working on accessible XR.
Accessibility and VR (opens in a new tab)
A talk on making VR accessible.
VR & Accessibility (opens in a new tab)
Ian Hamilton on accessibility in VR.
Game accessibility guidelines (opens in a new tab)
A straightforward reference for inclusive game design.
Research
Storytelling
Virtual Reality in Journalism (opens in a new tab)
A report on how VR is used in journalism.
Tools
Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile (opens in a new tab)
A hands-on guide to building VR for desktop, web and mobile.
Oculus Rift in Action (opens in a new tab)
A developer's guide to building for the Oculus Rift.
VR Design Lab - Unity project (opens in a new tab)
Open source VR design examples.
Focal Point VR - Unity Demo Scenes (opens in a new tab)
An open-source VR interaction framework for the HTC Vive and Unity.
NewtonVR - Unity framework (opens in a new tab)
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)
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)
A collection of useful scripts and prefabs for building SteamVR titles in Unity 5.
Hover UI Kit (opens in a new tab)
A pre-built 'interface module' provided with Hover UI.
The VR Glossary (opens in a new tab)
The ultimate resource for virtual reality terminology.
VRTK - Virtual Reality Toolkit (opens in a new tab)
Based on NewtonVR (which is listed), and a very popular interaction toolkit for Unity.