XR design (extended reality)
Designs virtual, augmented and mixed reality experiences, in which digital content surrounds the person or blends with the real place. It is not the spatial design of buildings.
What problem it addresses
Without the frame of a screen, everything around the person can be interface, and poor design is tiring or causes motion sickness.
Principles
Comfort first
What matters stays within the field of view, and motion is smooth and predictable.
Near and far
You can touch within arm’s reach or point from a distance, with targets larger than on a screen.
Something that stays still
A fixed element in the scene, or being able to see the real place, helps people stay oriented.
Several ways to use it
Hands, gaze, voice, controller or keyboard, depending on the person and the device.
Applications in design
Use it like this
Save XR for what is costly or risky to rehearse in reality, or for seeing something at full scale before building it.
Avoid
Accelerations, sudden stops or turns the person didn’t cause: they make people sick.
Don’t fall for it
Test seated and standing, with people of different heights, and always offer a way to see the real place.
Connections
Builds on
Authors and works
- 1994
Paul Milgram and Fumio Kishino
Arranged displays that mix the real and the virtual along a continuum running from a fully real environment to a fully virtual one, with mixed reality in between (augmented reality and augmented virtuality).
- 1997
Mel Slater and Sylvia Wilbur
Separated immersion, what the technology offers, from presence: the feeling of being in that place.
- 2020
ISO
The ISO 9241-394 standard sets requirements to reduce visually induced motion sickness in content and displays, including virtual reality headsets.
Sources
Original sources
- Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems, E77-D(12), 1321–1329. View source: Milgram, P., & Kishino, F. (1994)
- Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616. View source: Slater, M., & Wilbur, S. (1997)
- International Organization for Standardization (2020). ISO 9241-394:2020. Ergonomics of human-system interaction, Part 394: Ergonomic requirements for reducing undesirable biomedical effects of visually induced motion sickness during watching electronic images. ISO. View source: International Organization for Standardization (2020)
- Google (2025). Design for XR immersive. In Android XR design guidelines. Android Developers. View source: Google (2025)
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