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UX for XR Toolkit

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UI Elements

Designing interaction elements for virtual 3D space has a unique set of challenges than those of designing for traditional flat 2D screens that have a set frame as a boundary. This means that instead of just cramming traditional UIs onto 2D panels, we need to think spatially – using the real world as our inspiration for how we interact with objects in virtual worlds.

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A blue, floating UI panel on a black background with a hand hovering over one of the buttons. The panel is a Near Menu from MRTK 2.
Posted inController Interactions UI Elements

Follow-along UI panels in XR [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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A player's virtual hand is holding a card with a ray interactor pointing down at an enemy token in Demeo VR game
Posted inController Interactions UI Elements

2D UI panels versus 3D objects in XR [Video]

In this video, I’ll explain the difference between direct and ray interactions, I’ll share some pros and cons of each, and I’ll give you some recommendations to keep in mind when you’re trying to decide whether to use 3D objects or traditional 2D UI panels in your spatial experiences.
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Moss VR game with ghosted image of Quest controller
Posted inController Interactions Patterns Tooltips and Memory Cues Training in XR

Moss: Controller Tooltips

Problem to solve In most cases, people will not be spending a large amount of time in an XR…
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a desk cubicle with older computer, paper airplanes and donuts
Posted inUI Elements

UI Elements in XR

Designing interaction elements for virtual 3D space has a unique set of challenges different than those of designing for…
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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 12
    • Controller Interactions 4
  • Locomotion 13
    • Artificial Locomotion 2
    • Drag World 2
    • Real Walking 2
    • Redirected Walking 2
    • Teleportation 3
    • Walk In Place 2
  • Patterns 12
  • UI Elements 5
    • Tooltips and Memory Cues 2
  • UX Best Practices 9
    • Transitioning to XR 9
  • UX Process 9
  • Visibility and Legibility 9
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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.

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