3d avatar hand with a purple cube floating above it on a black background

Hand Tracking and Gestures [Video]

Hand tracking is a type of input that uses cameras on the outside of the headset to track hands and gestures in the real world and then translates that to an interaction in the digital world. Let’s talk about the pros and cons and UX best practices.
three cubes on a black background. The middle cube has a gaze targeting reticle hovering over it, making it more colorful than the other two cubes.

Gaze Targeting [Video]

Back in the earlier days of consumer-ready VR, headsets only allowed for movement within 3 degrees of freedom, which meant you could only move your head around. This also meant that you couldn’t track a controller within 3D space the way you can now with headsets like the Quest. The most common input method for these early consumer VR headsets was gaze targeting. But is it still relevant today?
Close-up of a white Quest 2 controller

XR Input Methods [Video]

I’ll go over the different types of UI panels that could be used, the pros and cons of each, and I’ll give you some recommendations to keep in mind when choosing which type of follow-along panel to use in your spatial experience. So let’s get started!