pintsizedrobotninja

Immersive Tech UX Author, Consultant, Instructor.
Sci-Fi interface geek. Emerging Technologist.
Some rights reserved. CC BY-SA 4.0

Highlighted cameras and sensors in the HTC VIVE Pro headset
Input Methods

Eye Tracking [Video]

Eye tracking offers interesting possibilities for XR, but it’s not without its quirks. In this video, I’ll dive into the benefits, as well as the often-overlooked limitations. Learn UX best practices for designing XR experiences that use eye tracking effectively and inclusively.

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.
Accessibility, Input Methods

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
Input Methods

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!

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