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Articles

Introducing the ShapesXR Design Database

Why design in a headset

Designing on Top of the Real World Instead of the Computer

Find Your Design Faster by Designing in the Medium

How designing for XR is different

An Introduction to the Spatial Medium

Choosing the Right Size and Distance for UI

With XR, Your Head is the Camera

Understanding Spatial Awareness in XR

Eye gaze & the next wave of user interfaces

Four Ways to Share Space in XR

Articles
Introducing the ShapesXR Design Database
Introducing the ShapesXR Design Database
Introducing the ShapesXR Design Database NEW
Why design in a headset
Heading
Find Your Design Faster by Designing in the Medium
Find Your Design Faster by Designing in the Medium
Find Your Design Faster by Designing in the Medium
Designing on Top of the Real World Instead of the Computer
Designing on Top of the Real World Instead of the Computer NEW
Designing on Top of the Real World Instead of the Computer NEW
How designing for XR is different
An Introduction to the Spatial Medium
An Introduction to the Spatial Medium
Choosing the Right Size and Distance for UI
Choosing the Right Size and Distance for UI
With XR, Your Head is the Camera
With XR, Your Head is the Camera
Understanding Spatial Awareness in XR
Understanding Spatial Awareness in XR
Eye gaze & the next wave of user interfaces
Eye gaze & the next wave of user interfaces
Four Ways to Share Space in XR
Four Ways to Share Space in XR NEW
L+R's spatial computing workflow for Printemps New York's interactive signage design
Accelerating Medical VR Training Design with ShapesXR
Streamlining XR Training Design: How NXR Accelerated Prototyping and Stakeholder Buy-in with ShapesXR
How Bellevue College empowers students with the presentation tools of the future
How Kluge interactive brought back the 1980s in Synth Riders
How Catalyst XR Used ShapesXR to Revolutionize Adidas' City2Surf Activation
Take 2D Apps To Quest - A Journey to Turn Mobile Developers into XR Innovators
An inside look at Pencil: the MR apps that teaches you how to draw
How Simtryx Enhanced UI/UX Design of Mixed Reality Medical Training with ShapesXR
How PianoVision designs UI for MR apps
Transforming Collaboration and Design in XR Game Development
How Treeview Implements Spatial User Interfaces for Apple Vision Pro
How antwerpes ag accelerate design and communication for XR
How AREYES studio designs Metaverse spaces
How TriggerXR designs for Mixed Reality
How Logitech design for the real world in VR
ShapesXR unlocks a brand new way of designing mixed reality apps
Learning XR got easier and more accessible thanks to ShapesXR
Designing immersive experiences for the healthcare industry
Using ShapesXR to Design Spatial Learning Experiences
VRXP and Studio KwO XR
BadVR
How to design in XR
Bodystorming Spatial Apps
Bodystorming Spatial Apps
Paul Hoover

Head of design at ShapesXR

With XR, Your Head is the Camera

January 5, 2024

Spatial Learning Module: This content can be experienced spatially right inside ShapesXR. Open up links and tap Open in VR. Then jump into ShapesXR on your headset and the learning space will open. Play through the Holonotes to hear Paul’s lecture.

"Your Head is the Camera" space: 3swx93r1


When designing a mobile app you can expect that when you put content on the screen, your user will see it. But when designing for spatial mediums the user can be looking anywhere. Your head is the camera, and your field of view is the de facto cursor. The content you want the user to see could be behind them. Not all XR is the same, and each platform needs to be approached in a unique way. 

‍

Provide cues to guide user attention

  • VR: With a virtual reality display, you can’t predict where someone is going to be looking at any given moment. If you want someone to look at something you’ll need to provide cues for where to look. Spatial audio and edge-of-screen indicators are good cues to guide the user. Rotation and teleportation are options in VR, unlike MR or AR. When designing for VR look for inspiration from best practices in architecture.
  • MR: In mixed reality, you see the real world through passthrough cameras. This can’t be moved in the same way as a VR world. This makes positioning the virtual content challenging so that it mixes with the real world while allowing the user to find and see it. You might need to provide cues for the user to move toward the content. Think of this more like interior design than architecture, where you have to fit within the existing architecture of the room. 
  • AR: Augmented reality glasses like Magic Leap or Hololens overlay a virtual window over the real world. The field of view (FOV) of the display is smaller than typical mixed reality displays. Users viewing an object in AR have less peripheral vision, similar to looking through a scuba or snorkel mask. Because of this reduced FOV, in AR you more often will need to move content with the user as they look away from it. But don’t lock anything directly to the head. This can be uncomfortable. 

‍

Design for comfort 

The worst thing we can do when designing XR experiences is make our users sick. Simulator sickness comes from when the real world and virtual world move differently. Different users have varying levels of sensitivity. Your safest bet is to never animate the position of the virtual world, but instantly teleport between positions. If this is too restrictive there are a few best practices to enable comfortable movement within the virtual world. 

  1. Let the user grab and move the world with their hands. The act of being in control gives our bodies enough information to help increase comfort. 
  2. Move the camera at a constant rate in a straight line. Comfort decreases when slowing down and speeding up. And don’t think about tilting the camera.
  3. Do a quick animation when rotating the camera in a circle.
  4. Google originally discovered that reducing the field of view when moving increases comfort. Most of our movement sensing is in our peripheral vision. So adding blinders
  5. Lastly, and this is weird, add a virtual nose. This can increase comfort without the user even knowing the nose is there.  

Assassins Creed Nexus VR has implemented all of these features. Try on your virtual nose on the Meta Quest. 

Four Ways to Share Space in XR

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