xr-development
Design and build extended reality (AR/VR/MR) experiences — 3D interaction, spatial computing, headset development, immersive UX — with performance, comfort, and accessibility as first-class concerns.
Goals
- Design immersive 3D interfaces that are comfortable and safe
- Choose the right XR paradigm (pass-through AR, VR, MR)
- Plan for performance (frame rate, latency, power)
- Design for accessibility and inclusive XR
Contract
Input
An XR experience to design: use case, target device, interaction needs.
Output
An XR design document with:
- Paradigm selection (AR/VR/MR)
- 3D interaction model (gaze, hand, controller)
- Technical constraints (frame rate, latency, power)
- Accessibility considerations
Paradigms
| Paradigm |
Environment |
Key challenges |
Devices |
| VR |
Fully synthetic |
Presence, comfort, locomotion |
Quest, Vive, PSVR |
| AR |
Real + overlay |
Occlusion, registration, FOV |
HoloLens, ARKit, ARCore |
| MR |
Anchored to world |
Spatial anchors, persistence |
Magic Leap |
3D Interaction Model
| Input |
Best for |
Trade-offs |
| Gaze + dwell |
Hands-free, accessibility |
Slow, imprecise |
| Controller |
Precise, haptic feedback |
Learn curve, physical fatigue |
| Hand tracking |
Natural, no controller |
Occlusion, tracking loss |
| Eye tracking |
Foveated rendering, input |
Calibration, privacy |
Performance Targets
| Metric |
Target |
Why |
| Frame rate |
72–120 FPS (VR), 30+ FPS (AR) |
Comfort, presence |
| Motion-to-photon latency |
<20 ms |
Avoid motion sickness |
| Power budget |
5–15 W |
Thermal, battery |
Steps
- Choose paradigm — VR, AR, or MR based on use case
- Select target device(s) — SDK (Unity, Unreal, WebXR, native)
- Design 3D interaction — how users see, move, and act
- Plan spatial UX — comfort, safe areas, locomotion
- Optimize performance — foveated rendering, level of detail
- Test for comfort — locomotion sickness, FOV, ergonomics
- Add accessibility — subtitle, audio cues, seated mode
References
../../ux/ux-research/SKILL.md — user research for XR
../../ux/interaction-design/SKILL.md — interaction patterns
../../accessibility/accessibility/SKILL.md — inclusive XR
1---2name: xr-development3description: Design and build extended reality (AR/VR/MR) experiences — 3D interaction, spatial computing, headset development, immersive UX — with performance, comfort, and accessibility as first-class concerns.4---56# xr-development78Design and build extended reality (AR/VR/MR) experiences — 3D interaction, spatial computing, headset development, immersive UX — with performance, comfort, and accessibility as first-class concerns.910## Goals11- Design immersive 3D interfaces that are comfortable and safe12- Choose the right XR paradigm (pass-through AR, VR, MR)13- Plan for performance (frame rate, latency, power)14- Design for accessibility and inclusive XR1516## Contract1718### Input19An XR experience to design: use case, target device, interaction needs.2021### Output22An XR design document with:23- Paradigm selection (AR/VR/MR)24- 3D interaction model (gaze, hand, controller)25- Technical constraints (frame rate, latency, power)26- Accessibility considerations2728## Paradigms2930| Paradigm | Environment | Key challenges | Devices |31|---|---|---|---|32| VR | Fully synthetic | Presence, comfort, locomotion | Quest, Vive, PSVR |33| AR | Real + overlay | Occlusion, registration, FOV | HoloLens, ARKit, ARCore |34| MR | Anchored to world | Spatial anchors, persistence | Magic Leap |3536## 3D Interaction Model3738| Input | Best for | Trade-offs |39|---|---|---|40| Gaze + dwell | Hands-free, accessibility | Slow, imprecise |41| Controller | Precise, haptic feedback | Learn curve, physical fatigue |42| Hand tracking | Natural, no controller | Occlusion, tracking loss |43| Eye tracking | Foveated rendering, input | Calibration, privacy |4445## Performance Targets4647| Metric | Target | Why |48|---|---|---|49| Frame rate | 72–120 FPS (VR), 30+ FPS (AR) | Comfort, presence |50| Motion-to-photon latency | <20 ms | Avoid motion sickness |51| Power budget | 5–15 W | Thermal, battery |5253## Steps54551. **Choose paradigm** — VR, AR, or MR based on use case562. **Select target device(s)** — SDK (Unity, Unreal, WebXR, native)573. **Design 3D interaction** — how users see, move, and act584. **Plan spatial UX** — comfort, safe areas, locomotion595. **Optimize performance** — foveated rendering, level of detail606. **Test for comfort** — locomotion sickness, FOV, ergonomics617. **Add accessibility** — subtitle, audio cues, seated mode6263## References64- `../../ux/ux-research/SKILL.md` — user research for XR65- `../../ux/interaction-design/SKILL.md` — interaction patterns66- `../../accessibility/accessibility/SKILL.md` — inclusive XR