UX Best Practices

Players represented by animal avatars with hands in Catan VR
Collaborative and Social

Enabling Collaboration in XR [Video]

Let’s talk about how we can enable social and collaborative experiences in XR. Featured experiences:  Maquette by Microsoft Rec Room VR VRChat Catan VR Glue Collaboration Engage VR ShapesXR by Tvori Adobe Medium AltspaceVR Credits: Background music – “Break Free” by jonahb Man looking at smartphone footage by fauxels Learn more: Interactive Directory of XR

Night scene distant lights with eyeglasses in foreground
Visibility and Legibility

Bifocals and Progressives [Video]

Let’s dive a little deeper into the challenges with bifocals and progressives in XR. Featured experience:  Wrench Game VR by Missing Digit Credits: Background music – “Break Free” by jonahb Microsoft HoloLens press footage Sample data visualization scene by Microsoft Maquette HTC VIVE product lines Magic Leap Magic Leap prescription inserts from Frames Direct Learn more:

a desk cubicle with older computer, paper airplanes and donuts
UI Elements

UI Elements in XR

Designing interaction elements for virtual 3D space has a unique set of challenges different 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

Woman wearing an Emotiv EEG sensor headset. Press photo from 2014
Input Methods

Input Methods in XR: EEG/EMG

EEG sensors utilize brain waves, and EMG sensors use muscle response to manipulate digital objects in the virtual space. There aren’t very many options on the market right now, and are mostly only used for specialized cases such as medical rehabilitation or accessibility for motor function impairments. The options that are available right now are

Woman wearing a HaptX brand haptic glove
Input Methods

Input Methods in XR: Gloves

Haptic gloves are used to directly manipulate digital objects, and provide feedback similar to that of real-world objects. The gloves currently on the market are used on the higher-end 6-DoF headsets. They have a variety of capabilities, so it’s important to know ahead of time which features you need your gloves to have to enhance

screenshot of the Noda immersive mind mapping app
Visibility and Legibility

Label Sizing and Placement [Video]

Let’s dive a little deeper into label sizing and placement of important information for immersive data visualization and collaborative spaces. Featured experience:  Noda by Coding Leap LLC Credits: Background music – “Break Free” by jonahb Microsoft HoloLens press footage Sample data visualization scene by Microsoft Maquette Learn more: 3 Tips For Text Labels In VR by

guy using the oculus quest controllers
Input Methods

Input Methods in XR: 6-DoF Controllers

A 6-DoF controller is a hand-held controller used as an input device for higher-end headsets, such as the HTC VIVE, Oculus Rift and Quest, and Valve Index. This is currently the most popular and prevalent input method for immersive experiences. Wondering what the difference is between 3-DoF and 6-DoF? Check out my article, Transitioning to

Oculus Go headset and 3-dof controller
Input Methods

Input Methods in XR: 3-DoF Controllers

A 3-DoF controller is a hand-held controller used as an input device for phone-based VR and MR headsets, as well as the lower-end standalone VR headsets, such as the now discontinued Google Daydream and Oculus Go headsets. So far, the popular consumer-based 3-DoF headsets have been discontinued since market demand is showing more of an

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