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User-Friendly VR Design

Welcome

A lot of considerations for VR design come down to mitigating motion sickness. Typography, audio, object movement- almost anything can contribute to motion sickness if done poorly. So while immersion, aesthetics, and user enjoyment are important aspects to consider in a VR experience, motion sickness should always be the primary consideration.
This document contains categories of VR design, with each category including tips and examples of good and bad design.
Check the bottom of this page for a link to all the references for this document!

Introduction to VR’s biggest hurdles

Movement

View

UI

Immersion

Important Concepts

Tips for Specific Experiences

Immersive Classroom

Visual Impairment Simulator

References

Investigate:
Oxford Medical Simulation
Head-controlled UI pointer
Bone Lab
Main menu low text readability at default distance
Big Bone Bowling motion sickness/15degree snap turning motion sickness/turn rate

Things to try with people:
Rec Room bowling eye strain
Engage splash screen text contrast
Engage content screen text contrast
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