Skip to main content
Link
Menu
Expand
(external link)
Document
Search
Copy
Copied
XR Design Handbook
XR Design Handbook
Apple
Augmented reality
Create accessible spatial experiences
Design considerations for vision and motion
Design for spatial input
Design for spatial user interfaces
Designing for visionOS
Explore immersive sound design
Principles of Spatial Design
Google
Augmented reality design guidelines
Using type in AR & VR
VR Performance best practices
Magic Leap
Comfort and Content Placement
Improve Visual Stability
Privacy, Security & Safety Best Practices
Meta
A blueprint for designing inclusive AR/VR experiences
Designing Accessible VR
Designing for Hands
Designing for virtual reality - 3 tips for content strategists
Locomotion Best Practices
Mixed Reality Design Guidelines
User Input
VR Locomotion Design Guide
Microsoft
Comfort
Eye-gaze-based interaction
Shared experiences
Spatial sound
Voice input
Qualcomm
Hand Tracking Best practices
Road to VR
7 Lessons ‘Sea of Thieves’ Can Teach Us About Great VR Game Design
A Concise Beginner’s Guide to Apple Vision Pro Design & Development
Exploring Methods for Conveying Object Weight in Virtual Reality
Inside VR Design - The Clever Weapons, Locomotion, & Open-world of ‘Stormland’
Inside VR Design - The Interface of ‘Electronauts’
The Design & Implementation of Hand-tracking in ‘Myst’
The Design Behind ‘Cubism’s’ Hand-tracking
Ultraleap
Design principles
Others
XR Accessibility User Requirements
Resources
Communities
Good reading
Prompt I use
Useful tools
Check out our repository!
Meta
Table of contents
A blueprint for designing inclusive AR/VR experiences
Designing Accessible VR
Designing for Hands
Designing for virtual reality - 3 tips for content strategists
Locomotion Best Practices
Mixed Reality Design Guidelines
User Input
VR Locomotion Design Guide