Designing Engaging VR & AR Games
summary
Spatial computing design focuses on concrete fixes: use device limits (Quest, Hololens, Magic Leap, Valve Index) to reduce meshing cost by anchor an origin point — example: place a moon object to set zeros for Luna — and keep interactions broad and physical so users swing and drag instead of thumbing tiny UI. Reduce sickness with short fast teleport hops, dynamic blinders or cockpit frames, anchor UI as world objects, favor spatial audio, and test for accessibility and room hazards repeatedly.
AI-written summary · about
chapters (7)
- 0:00Start
- 10:29Environmental Constraints
- 13:41Motion and Balance
- 15:47Controls
- 18:30Attention and Focus
- 20:13User Interface
- 22:15Body limitations
related talks
26mDesigning in 3D Space, a practical Guide to Spatial Design
30mLeveraging Decades of Research in 3D UI Makes or Breaks XR
46mScience based Design Decision Making for Virtual Reality
39mDesigning for the Living Room: The Spatial Architecture of Mixed Reality
47mDesigning Reality: How Immersive Technologies Are Shaping the Future of Human Experience
28mDesigning a Mixed Reality Game Experience
51mThere's a Hologram in my UI!
14mInter-spatial Concepts for Enterprise Investment
