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Curated resources on designing for VR, AR and spatial computing

176 resources · updated October 2026

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VR Interface Design Manifesto

· Mike Alger

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

Design Practices in Virtual Reality

· Jonathan Ravasz

Practical design advice from someone who builds VR interfaces.

Principles of spatial design

· Apple, WWDC23

Apple on depth, scale, windows and immersion.

Locomotion Best Practices

· Meta

How to move people around without making them sick.

Mixed Reality Design

· Meta

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

XR Accessibility User Requirements

· W3C Accessible Platform Architectures Working Group

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

Guidelines

Designing for visionOS

· Apple

Apple's official design guidance for Vision Pro apps.

Meta Horizon OS Design

· Meta

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

Design for XR

· Google

Google's starting point for Android XR design.

Spatial UI (Android XR)

· Google

How Android XR handles panels, orbiters and depth.

WebXR Device API

· MDN Web Docs

MDN's reference and guides for WebXR.

Immersive Web

· Immersive Web Working Group

Home of the group that develops WebXR.

WebXR Device API Specification

· W3C Immersive Web Working Group

The WebXR spec itself.

Design for spatial user interfaces

· Apple, WWDC23

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

Passthrough Design

· Meta

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

Typography

· Meta

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

Audio Guidelines

· Magic Leap

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

Best Practices for Immersive Audio in VR

· Unity

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

Mobile VR Application Development: User Interface Guidelines

Archived 2015 · Oculus

Oculus's interface guidance for mobile VR.

Oculus Best Practices for Creating Great VR Content

Archived 2016 · Oculus

Oculus's guide to making good VR content.

Virtual Reality Human Interface Guidelines

· Brett Red

Slides proposing human interface guidelines for VR.

Microsoft: Fluent Design System

· Microsoft

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

Daydream Elements

· Google

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

Comfort & locomotion

Locomotion, Comfort and Usability

· Meta

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

Locomotion in VR: Overview of different locomotion methods on HTC Vive

· Bumble

Compares locomotion methods on the HTC Vive.

Flying through (virtual) reality

· Patrik Künzler

On flying as a way to move through VR.

Comfortable VR Movement in Dead Secret

· Robot Invader

How Robot Invader handled movement in Dead Secret.

Going after a new VR Navigation System

· Thomas Balouet

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

Ten Do's And Don'ts To Improve Comfort in VR

· Daniel Allen

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

A UX Designers Guide to Combat VR Sickness

· Reality Shift

A UX designer's guide to VR sickness.

AR / VR Teleportation Concepts

· Albert Hwang

Teleportation concepts for AR and VR.

Don’t teleport. Fly!: How to do it in VR without motion sickness

· 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

· Michaela Lehr (GeilDanke)

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

Input

Design Principles and Challenges for Gaze + Pinch Interaction in XR

· Ken Pfeuffer & Hans Gellersen

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

Hand Tracking Design Best Practices

· Qualcomm

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

Designing Standing VR Experiences with Tracked Controllers

· Alex Schwartz & Devin Reimer (Owlchemy Labs)

Owlchemy Labs on designing for standing VR with tracked controllers.

Designing for VR: Input, Planning, and Testing

· Liv Erickson, Just A/VR (MSDN)

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

Future VR Input & UX Solutions

· Stephen Tanguay

Where VR input and UX might go next.

Hand-Tracked Controls: Design and Implementation for Serious VR

· Matt Newport (OssoVR)

Matt Newport on designing and building hand-tracked controls.

Hand Tracked Controls in VR - The Basics

· Matt Newport

The basics of hand-tracked controls.

Hand Tracked Controls in VR - Throwing

· Matt Newport

Getting throwing right with hand-tracked controls.

Oculus: Hand Tracking - Interactions

Archived 2021 · Oculus

Oculus on hand-tracking interactions.

NewtonVR: Physics-based interaction on the Vive (Part 1)

Archived 2016 · Nick Abel

Accessibility

XR Access

· XR Access Initiative

A community working on accessible XR.

Accessibility and VR

· Brian Van Buren, Tomorrow Today Labs

A talk on making VR accessible.

VR & Accessibility

· Ian Hamilton

Ian Hamilton on accessibility in VR.

Game accessibility guidelines

A straightforward reference for inclusive game design.

The user is disabled: solving for physical limitations in VR

Archived 2016 · Adrienne Hunter

Videos

UI/UX design for WebVR

· Josh Carpenter

Designing for Virtual Reality

· Manuel Clément, Google I/O 2015

UX in VR: Designing For Virtual Reality

· Laura Cortes & Cyriele Piancastelli

Designing for Virtual Reality

Archived 2016 · Rebecca Torbochkin

The Holodeck is here - Designing for Room-Scale VR

· Alex Schwartz & Devin Reimer

Technical and Design Tips for VR/AR

· Jay Santos & Pete Moss

The Dawn of Mobile VR

· John Carmack

Navigating New Worlds: Designing UI and UX in VR

· Kristoffer Brady & Richard Emms

Designing for VR: Environments and Interactions

· Liv Erickson, Just A/VR (MSDN)

The Role of Space in VR

· Alex Chu

VR Design Process

· Google I/O 2016

Designing for Daydream

· Google I/O 2016

The current state of UX and VR

· Thomas Gläser (CoSpaces)

UX/UI Design for VR and Mixed Reality

· John Howard (LOOOK Inc)

10 UX Challenges to Consider in VR

· Adrienne Hunter & Eva Hoerth

Wandering the Frontiers of Virtual Reality UX

· Edward Moore (AMPED-UX)

Designing Screen Interfaces for VR

· Google I/O '17

Articles

Designing for Google Cardboard

· Google

The hierarchy of needs in virtual reality development

· Beau Cronin

Speculations on neuro-motivated design for VR

· Beau Cronin

Analyzing VR as a computing platform

· Beau Cronin

From product design to Virtual Reality

· Jean-Marc Denis

The Fundamentals of User Experience in Virtual Reality

· Daniel Allen

8 Things Every Educational Game Developer Needs to Know

Archived 2016 · Alex Colgan, Leap Motion

6 Principals of Leap Motion Interaction Design

Archived 2015 · Alex Colgan, Leap Motion

The Oculus Rift and User Experience

· Peter Hornsby

UX & Virtual Reality - Designing for interfaces without Screens

· Prashanth Shanmugam

VRID: A Design Model and Methodology for Developing Virtual Reality Interfaces

· Vilvan tanriverdi & Robert J.K. Jacob

Immersive Design - Learning to let go of the screen

· Matt Sundstrom

5 Lessons I learned from designing the VR UI of Beloola

· Vincent Munoz

Video game user interface design: Diegesis theory

· Dave Russell

Designing VR Tools

Archived 2015 · Alex Colgan, Leap Motion

The Rise and Fall and Rise of Virtual Reality

· Verge

Virtual Reality User Research: Q & A

· Blink UX

Will Virtual Reality Eat Your Brain (Or Save Humanity)?

· Malia Probst

UX pointers for VR design

· Timoni West

Making Great VR: Six Lessons Learned From I Expect You To Die

· Jesse Schell

Design for Virtual Reality

Archived 2015 · Framer JS Blog

The Swayze Effect

Archived 2016 · Matt Burdette

Recenter the HMD Before Starting Your Application

· Kevin Burke

VR Interaction Design from the Ground Up

Archived 2015 · Alex Colgan, Leap Motion

Unlocking VRs True Potential with UX

· Jim Yang

How to turn a 6 slides keynote into a WebVR experience

· Arturo Paracuellos

Interaction Considerations for Virtual and Augmented Reality

Archived 2016 · Liv Erickson

A Sense of Scale in VR

· Alexander Kondratskiy

Get started with VR: user experience design

Archived 2016 · Adrienne Hunter

Buttons in Virtual Reality - A UI/UX Design Approach

· Reality Shift

You’re the center of the universe: A UX guide to designing virtual reality experiences

· Samantha Anderson

The Storyteller’s Guide to the Virtual Reality Audience

· Katy Newton, Karin Soukup

Cause & Effect— VR’s Essential Interaction

· Azad Balabanian

The UX of VR: How to design user experiences for this new medium

· Laura Cortes

Limbo - dolly shots for cinematic VR

· Daniel Sproll

The Fidelity Contract in VR

· Kimberly Voll

Social VR Solutions: How to design Social VR so it isn’t awful

Archived 2016 · Suzanne Leibrick

The Climb VR Menu

· Riho Kroll

Virtual is Reality Again : Interface vs Interference Design 2014

· Larry Rosenthal

UI / UX design patterns in virtual reality

· Reality Shift

Beyond Reality: First steps into the unknown

· Sam Applebee

Design Insights for Virtual Reality UX

· Punchcut

Goodbye Metaphors, Hello World— Interface Design in Virtual Reality

· Austin McCasland

Virtual Reality Development Tips

· Alistair Doulin

Exploring Methods for Conveying Object Weight in Virtual Reality

· Ben Lang

Your brain on virtual reality: The psychology of virtual reality

Archived 2016 · Lauren Kelly

Being a superhero in VR makes you a better person

Archived 2016 · Lauren Kelly

Reducing cognitive load in VR: 6 ways to improve your VR UX

· Adrienne Hunter

Making Sense of Skyboxes in VR Design: How the physics of our real world translate to VR design practices.

· Tessa Chung

A multiplayer approach to collaborative decision-making

· Andre Le

Practical VR: A Design Cheat Sheet.

· Ryan Betts

The Concept of Presence in Virtual Reality

· Teo Choong Ching

How to Take Better 360 Photos

· Robin Har

4 Things I learned Designing User Interfaces for VR at Disney.

· James Hsu

Methods of Analyzing Your VR Experience

· Ali Eslami

Designing VR for Mobile

· Robin Har

Realism, expectations, and the fidelity contract in VR design

· Adrienne Hunter

Design a pleasant user experience inside the VR

· Sophie Riwaters

VR interfaces versus traditional interfaces

· Tuukka Takala

Considerations for VR developers

· Tuukka Takala

The Role of Typography in AR and VR Experiences

· Nadine Chahine, Samsung Developers

Books

3D User Interfaces: Theory and Practice

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

The standard academic textbook on 3D user interfaces.

Learning Virtual Reality: Developing Immersive Experiences and Applications for Desktop, Web, and Mobile

· Tony Parisi

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

Virtual Reality in Journalism

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

A report on how VR is used in journalism.

Oculus Rift in Action

· Bradley Davis, Karen Bryla, Alex Benton

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

Computers as Theatre

· Brenda Laurel

Brenda Laurel on applying theatre to interaction design.

VR UX: Learn VR UX, Storytelling & Design

· Casey Fictum

An introduction to VR UX, storytelling and design.

Designing for Mixed Reality: Blending Data, AR, and the Physical World

· Kharis O'Connell

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

VIRTUAL REALITY

· Steven M. LaValle

Steven LaValle's textbook on how VR works.

UX for XR: User Experience Design and Strategies for Immersive Technologies

· Cornel Hillmann

XR UX strategy, from space and senses to storyboarding.

Other

VR Design Lab - Unity project

· VRUX.co

Open source VR design examples.

Focal Point VR - Unity Demo Scenes

· Albert Hwang

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

NewtonVR - Unity framework

· 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

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

WebVR Mockup boilerplate for VR Designers

· Vincent Munoz/Beloola

Tools of the Trade: Applications for AR/VR Design

Archived 2016 · Aaron Faucher

SteamVR Unity Toolkit

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

Hover UI Kit

· Zach Kinstner

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

The VR Glossary

The ultimate resource for virtual reality terminology.

Prototool

· Create, test & share VR design mockups

VRTK - Virtual Reality Toolkit

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.