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UX for XR Toolkit

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Eyestrain

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Image simulating the legibility of an interface if the viewer is wearing bifocal or progressive lenses.
Posted inVisibility 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…
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Example scene of a stock chart made in Maquette VR by Microsoft.
Posted inVisibility 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…
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Container of vintage woodblock typeset for large letters.
Posted inVisibility 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…
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Eyeglasses laying on an open book. The words seen through the lenses are clear, while the rest of the book is out of focus.
Posted inVisibility 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…
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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 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
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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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