Skip to content
Access exclusive content by tier. Become a Patron now!
Find me on
  • Medium
  • LinkedIn
  • Twitter
  • YouTube
UX for XR Toolkit

Ninja Robot Studio LLC

  • Home
  • Learn
    • Learn by Category
    • Learn by Question
    • Online Courses
  • Patterns
  • UX Playbook
  • Services
    • Consulting
    • Labs Thursdays
  • Contact

Physical Factors

Any time we interact with a digital device whether 2D or 3D, there can be physical side effects. We’ve seen this with repetitive use of the mouse or poor posture when sitting at our desk. Since XR is even more physically interactive than our 2D devices, we need to keep the side effects in mind so we can work to mitigate them or prevent them.

  • Home
  • Human Centered Design
  • Physical Factors
child wearing a VR headset
Posted inHuman Centered Design Physical Factors Visibility and Legibility

Pupillary Distance in XR Headsets [Video]

As VR adoption increases, schools have also started looking into how VR can benefit children's education. This is great to hear. That said, there is one very important thing to consider if you’re thinking about creating VR content for children under the age of 12.
Read More
Vader Immortal menu with options to exit, resume, select chapter, and enter modules and settings
Posted inPatterns Physical Factors

Vader Immortal: Easy Exit

Problem to solve When designing UI elements and interfaces within a virtual environment, real-world physical ergonomics should be taken…
Read More
Person in VR headset leaning in front of space heater
Posted inPhysical Factors

External Environment – Enhancements [Video]

https://youtu.be/2M0Nnzlp_4k Let's dive a little deeper into how you can use the physical environment external to the headset to…
Read More
Lady in VR headset standing in office behind desk
Posted inPhysical Factors

External Environment – Distractions [Video]

https://youtu.be/6m3iputfsMY Let's dive a little deeper into the physical environment external to the headset.  Featured experience:  Vader Immortal, Episode…
Read More

Posts navigation

1 2 3 Next page
Search
Categories
  • By Question 19
  • Collaborative and Social 2
  • Gaming for Career Development 3
  • Human Centered Design 27
    • Motion Sickness 9
    • Physical Factors 10
    • Psychological Factors 2
    • Training in XR 7
  • Immersion and Presence 23
    • Cross-Platform 1
    • Directing Attention 4
    • Embodiment 3
    • Load Times 4
    • Narrative and Storytelling 2
    • NPC Behaviors 2
    • Sound 2
    • Wayfinding 2
    • Workflow and Focus 2
  • Input Methods 10
    • Controller Interactions 2
  • Locomotion 12
    • Artificial Locomotion 1
    • Drag World 2
    • Real Walking 2
    • Redirected Walking 2
    • Teleportation 3
    • Walk In Place 2
  • Patterns 12
  • UI Elements 3
    • Tooltips and Memory Cues 2
  • UX Best Practices 8
    • Transitioning to XR 8
  • UX Process 9
  • Visibility and Legibility 9
Fair Use Law

All screenshots or clips in this publication are the property of the studios who produced the film or experience and are used under the Fair Use laws for educational and critique purposes.

  • Home
  • Learn
    • Learn by Category
    • Learn by Question
    • Online Courses
  • Patterns
  • UX Playbook
  • Services
    • Consulting
    • Labs Thursdays
  • Contact
Copyright © 2023 — UX for XR Toolkit by Ninja Robot Studio LLC
  • Medium
  • LinkedIn
  • Twitter
  • YouTube
Scroll to Top