Article on Visibility & Legibility

Image simulating the legibility of an interface if the viewer is wearing bifocal or progressive lenses.
Visibility and Legibility

Bifocals and Progressives in XR

When designing or assessing solutions in XR, you need to ensure that people who wear corrective lenses are able to have a quality experience. This includes people who wear reading glasses, bifocals or progressive lenses. Not all headsets on the market allow room for prescription glasses, so it is important to look at both the […]

Example scene of a stock chart made in Maquette VR by Microsoft.
Visibility and Legibility

Label Sizing and Placement in XR

In some XR cases, such as data visualization or multiplayer collaboration, the user will need to have an easy view of any labels or contextual information associated with that data. If the labels are facing different directions, the user will have to walk around or manually adjust their view to access the information. This can

Container of vintage woodblock typeset for large letters.
Visibility and Legibility

Text Scaling and Readability in XR

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

Eyeglasses laying on an open book. The words seen through the lenses are clear, while the rest of the book is out of focus.
Visibility and Legibility

Comfortable Viewing Distances in XR

In order to avoid eye strain and headaches, it is important to pay attention to the placement of text elements in virtual 3D space. Font size, depth, contrast, spacing, density, lighting and many other things can affect the legibility of text and UI elements. TL;DR Do’s and Don’ts Do Keep blocks of text short and

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