Traditional font sizes that are used in 2D screen UI elements (generally 12–32pt) are pretty small in AR and VR environments when placed within the comfortable viewing distance of 2 to 3 meters. As mentioned before, we can take examples from print posters and signage as guidance for font sizes in virtual environments.
TL;DR Do’s and Don’ts
Do
- Use 2D fonts placed in 3D space.
- Limit font families to two.
- Keep the resolution of the target headsets in mind when choosing minimum font sizes.
- Continue following graphic design best practices for typography.
Don’t
- Don’t use extruded 3D type for important information since this can reduce legibility.
- Don’t use thin font weights or small font sizes.
Recommended minimum font sizes
Keep track of the latest recommended sizes by following the guidelines provided by the headset manufacturer.
I don’t have links to Sony PSVR, VIVE or Valve. If you know of publicly-available documentation on recommended font sizes for these headsets, let me know in the comments.
- Rendering by Oculus
- Typography: Recommended Font Size – Mixed Reality by Microsoft
This will change as the technology advances
As mentioned in my previous article, these guidelines will change as the technology advances, resolutions increase, and the lenses are able to digitally correct depth of field more effectively.
Learn more
- Type in Space by Yoon Park
- Typography – Mixed Reality by Microsoft
- Text in Unity – Mixed Reality by Microsoft
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I’m an Immersive Tech UX Design Professional with over 22 years of experience designing for kiosks, websites, mobile apps and desktop software for many well-known and not-so-well-known companies.
I’m not speaking on behalf of or representing any company. These are my personal thoughts, experiences and opinions.
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