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Design for immersive XR ​

Resources and guidance for immersive extended reality (XR) devices

Overview · Interaction · Layout · Accessibility

XR interactions should be flexible, comfortable, and intuitive. People expect to interact with digital objects just like they do with physical ones.

A person should be able to switch between hands, eyes, voice, or controllers depending on their posture and preference

Natural interactions ​

Natural interactions like gestures allow people to navigate, select, and move content using their hands. Gestures should be:

  • Easy to learn
  • Follow familiar patterns, such as press, pinch, and swipe on mobile
  • Comfortable to use repeatedly


Support one-handed interactions for essential actions. Don’t require large, repetitive arm movements, as they can cause fatigue.


More on Android XR gestures

A person can select items by pinching with the index finger and thumb

System navigation ​

People should be able to open a navigation menu anywhere, anytime.



On Android XR, the system-level navigation menu includes:

  • Go back: Operates the same as the back gesture on Android phones
  • Launcher: Goes to the home screen
  • Recents: People can open, close, and switch apps

A navigation menu should always be available using a simple gesture, so people don’t get lost

Multimodal inputs ​

XR apps should support flexible, multimodal inputs, such as hand and eye tracking, voice, keyboard and mouse, and controllers.



More on Android XR multimodal inputs

Hand & eye tracking ​

Tracking allows people to interact with the virtual world without a controller.


Hand tracking

  • Direct: People can touch, grab, or push virtual objects in arm's reach
  • Ray-based: A ray, like a laser pointer, extends from the hand to target distant items, then a pinch selects it

Eye tracking

  • Enables gaze and dwell interactions
  • Looking at an object triggers a hover state

Distant elements can be moved using hand and eye tracking

Voice, keyboard, mouse, & controller inputs ​

XR apps should also support voice and physical inputs including:

  • Voice for hands-free text entry on virtual keyboards
  • Voice commands for common actions like Open Settings or Go back
  • Mouse & keyboard inputs for precision and text-heavy workflows
  • Six degrees of freedom (6DoF) controllers for gaming or complex 3D manipulation

Motion ​

In XR, motion sickness can happen when visual cues disconnect from the inner ear's sense of balance.

To keep people comfortable:

  • Use standard easing and long duration motion tokens
  • Maintain a stable horizon line
  • Limit continuous motion. To switch locations, use teleportation or instant jump instead.
  • Use tunnel vision or vignetting to reduce the field of view while in motion

Caution

Limit use of continuous motion. If required, keep the horizon line stable.

Feedback ​

Since virtual objects lack physical resistance, use visual, audio, and sensory feedback to confirm interactions.

Visual cues ​

Use hover icons, focus indicators, ripples, text labels, and elevation changes to show an object’s interaction state.



To indicate an item is targeted, use spatial elevation or a highlight state.

Use visual clues to show when a spatial element is hovered, focused, or selected

Spatial audio ​

Sound emitters can be positioned in 3D space and provide audio confirmation of an action. For example, add a click sound when a button is pressed.

Spatial audio can help signify where a person should look or that an action was taken

Haptics ​

For controllers, allow people to turn vibration on or off to simulate the feel of touching or grabbing an object.

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