Start here
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.
XR Accessibility User Requirements
· W3C Accessible Platform Architectures Working Group
What disabled users need from XR, before you start designing.
Guidelines
Meta Horizon OS Design
· Meta
Meta's design guidance for Quest, covering passthrough, input and locomotion.
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.
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.
Microsoft: Fluent Design System
· Microsoft
An eloquent design system for a complex world. Now’s the time for bold, scalable, universal design.
Daydream Elements
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.
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.
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.
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.
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 - Throwing
· Matt Newport
Getting throwing right with hand-tracked controls.
NewtonVR: Physics-based interaction on the Vive (Part 1)
Archived 2016 · Nick Abel
Accessibility
The user is disabled: solving for physical limitations in VR
Archived 2016 · Adrienne Hunter
Videos
VR Interface Design Pre-Visualisation Methods
· Mike Alger
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
Interaction Design in VR: Valve's Lessons
· Yasser Malaika
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
Virtual Reality is a Medium: Creating Art with Oculus Touch
· Lydia Choy & Brian Sharp
Designing for VR: Environments and Interactions
· Liv Erickson, Just A/VR (MSDN)
Building 3-Dimensional UI for VR
· Riho Kroll
The Role of Space in VR
· Alex Chu
Daydream Labs: Lessons Learned from VR Prototyping
· Google I/O 2016
VR Design Process
· Google I/O 2016
Going VR: The Future of UI Technology
· Jerome Lacote
Designing for Daydream
· Google I/O 2016
Turn on, Tune in, Drop out: The Virtual is Real.
· Howard Goldkrand
Let's Go Cyberspace - Virtual Reality UX
· Timoni West
The current state of UX and VR
· Thomas Gläser (CoSpaces)
HTC Vive and Oculus Rift Hardware Requirements Explained
· Logical Increments
Shapeshifter: humuncular flexibility in virtual reality
· Harry Brenton
UX/UI Design for VR and Mixed Reality
· John Howard (LOOOK Inc)
10 UX Challenges to Consider in VR
· Adrienne Hunter & Eva Hoerth
Integrating 2D UI with VR Environments
· Bradley Davis
VR Design Lessons from Multiplatform First Person Gaming
· Rafael Brown
Wandering the Frontiers of Virtual Reality UX
· Edward Moore (AMPED-UX)
Designing Screen Interfaces for VR
· Google I/O '17
NN/g - The Metaverse and User Experience
· Jakob Nielsen
NN/g - Virtual Reality and User Experience
· Jakob Nielsen
Articles
Designing for Google Cardboard
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
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
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
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
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
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
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.
The VR Book: Human-Centered Design for Virtual Reality
Archived 2016 · Jason Jerald
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.
UX for XR: User Experience Design and Strategies for Immersive Technologies
· Cornel Hillmann
XR UX strategy, from space and senses to storyboarding.
Other
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.
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.