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.
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.