XR Design: Patterns for Interaction

In my previous two columns in this mini-series about extended reality (XR) design, I discussed some building blocks of XR, as well as some fundamentals to consider when designing an XR experience. Now that I’ve covered some of the broader aspects of this design space, I’d like to shift gears a bit and discuss some specific concepts you should be aware of once you’ve gained some traction in the XR space and want to improve the experiences you’re creating.

In this installment of my mini-series, I’ll cover five additional design concepts:

  1. Field of view (FOV) and retention versus exposure in virtual reality (VR)
  2. Foveated rendering
  3. Multimodal interactions
  4. Hologram placement
  5. Locomotion and disorientation

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