Man wearing VR headset and interacting in the virtual reality with hand controllers

Revolutionize UX Design with VR Experiences

by Mads Soegaard | | 56 min read
477 shares

Is the future of user experience design (UX design) going to exist on screens or will it find immersive, three-dimensional spaces as its main home? You can design for both views—and interactions—within a digital environment that’s boundless in virtual reality (VR), so read on to find five fundamental points and learn more about immersive technology, concepts, and more that bring stories to life in the IxDF UX Design for Virtual Reality course.

Imagine if you could break out of the confines of having to design for flat, 2D screens—and explore possibilities in an area of design space that’s virtually (no pun intended) limitless. VR has an extra edge in terms of the “magic” you can bestow upon user experiences in that you’ve got the power to immerse users in entirely simulated environments, and so you can tap into deeper levels of engagement, empathy, and understanding and produce designs that resonate with users on a whole new level.

Show Hide video transcript
  1. 00:00:00 --> 00:00:34

    A user-centered design approach is essential  to create a successful VR experience.   Let's explore key UX design principles and how  they shape the immersive world of VR. In the past, UX design was confined to two-dimensional screens, where designers honed their skills in crafting user-friendly experiences. But now, VR takes us beyond the limitations of traditional interfaces. We find ourselves in immersive experiences  where we can interact with three-dimensional environments, manipulate objects and engage with  content in unimaginable ways.

  2. 00:00:34 --> 00:01:02

    This calls for a shift in our design thinking. We delve into the intricacies of spatial design, user movement and gestural interactions. Factors like user comfort, motion sickness, spatial audio and the psychology of presence become vital considerations. In this captivating VR world, user-centered design takes on a whole new level of importance. As we strive to immerse our users in captivating simulated worlds,

  3. 00:01:02 --> 00:01:30

    we must understand their *needs, expectations and capabilities*. Immersive experiences rely on spatial understanding and natural interactions. Physical movements, hand gestures and gaze play a significant role in forging interfaces that feel instinctive and effortless, ensuring users are fully engaged and free from clunky controls. Challenges such as motion sickness and hardware comfort cannot be overlooked.

  4. 00:01:30 --> 00:02:01

    User-centered design in VR tackles these issues head-on by prioritizing user well-being, designing to minimize negative side effects, and ensuring users can fully immerse themselves without discomfort. But it doesn't stop there. VR has the ability to stir emotions, create unforgettable memories, and leave a profound impact. By understanding our users' motivations and aspirations, we can craft experiences that resonate deeply and create lasting impressions.

  5. 00:02:01 --> 00:02:12

    By placing our users at the *center* of the  design process, we can create VR experiences that are not only technically impressive but also genuinely meaningful and enjoyable.

Table of contents

1. UX Fundamentals for VR

What is Virtual Reality?

VR deals with immersive, computer-simulated experiences, and it has long since become a household name since its days in the previous century as a cutting-edge tech phenomenon. The principles remain, though, and users wear headsets or use specialized displays to enter their VR experiences, which their devices create for them, and—ideally—they can move and interact with their surroundings in VR as they would in the real world.

Effective VR offers experiences that introduce users to exciting worlds beyond the limits of the everyday, but VR that’s not well-designed can not just frustrate users but even cause them discomfort, known as cybersickness or VR sickness, too.

Watch this quick video to understand the history of VR.

Show Hide video transcript
  1. 00:00:00 --> 00:00:30

    Virtual reality possesses an inspiring power that can transport us into extraordinary realms. From immersive storytelling to virtual training simulations, VR presents boundless opportunities. The concept of virtual reality first emerged with the development of stereoscopic images in the 1800s. Stereoscopic photography involved capturing two slightly different angled images and presenting them side by side. In 1832, Sir Charles Wheatstone invented the stereoscope,

  2. 00:00:30 --> 00:01:03

    a device equipped with mirrors angled at 45 degrees to reflect images into each eye from the left and right side. By viewing these images through a stereoscope, viewers experienced a remarkable three dimensional effect. Stereoscopic later became the foundation for capturing images in films and 3D captivating audiences with an illusion of depth and enhanced realism. In the late 19th and early 20th centuries, various stereoscopic viewers and cards allowed people to explore different places and experienced virtual

  3. 00:01:03 --> 00:01:32

    like environments. In 1968, computer scientist Ivan Sutherland created the Sword of Damocles as the first head mounted display, or HMD, though primitive by today's standards, it showcased the potential for immersive experiences by overlaying computer generated graphics onto the user's field of view. In the 1980s, Jaron Lanier founded VPI research, coining the term virtual reality by producing VR hardware and software.

  4. 00:01:32 --> 00:02:01

    Meanwhile, companies like Virtuality and Division emerged in organizations such as Disney, Sega, various universities and militaries extensively researched and experimented with VR. However, high costs and limited capabilities hindered the widespread adoption of VR technology. In 2012, Palmer Luckey launched a Kickstarter campaign for the Oculus Rift, a high quality, consumer oriented VR headset. This campaign success marked a turning point, reigniting interest in VR

  5. 00:02:01 --> 00:02:34

    and attracting significant investment from industry giants and independent developers alike. Since then, the VR landscape has continued to evolve. The industry has seen the release of various VR headsets such as the HTC Vive, Apple Vision, Pro, PlayStation, VR and updated versions of the Oculus Rift. Nowadays, modern VR headsets are able to enhance the sense of immersion and interactivity in VR by offering higher resolutions, improved tracking and advances in haptic feedback, motion controllers and room scale tracking.

  6. 00:02:34 --> 00:02:44

    As VR continues to advance, it has the potential to revolutionize education, entertainment, health care and beyond, ushering in a new era of limitless possibilities.

UX Design Process in VR

The journey of the UX design process in VR includes three core stages: Define, Make, and Learn.

Diagram showing define, make, and learn process.

© Interaction Design Foundation, CC BY-SA 4.0

  • Define: Research your users and their needs so you can uncover what your VR experience’s purpose is.

  • Make: Once you’re on the trail of what to do, this is where the fun begins as you start to weave and build your virtual world. You can create simple prototypes and design the space around the user to bring your ideas to life, but always remember your users—and what they can do comfortably and easily—and design for comfortable movements and make easy-to-use controls.

  • Learn: The research goes on in VR design, and you’ve got to test your VR experience with real users so you can learn the fine points about how they find what you’ve put them into. So, be sure to watch how they interact and respond, including all the little signs like confused looks, wonderment, grimaces, or whatever.

We’ve got some key guidelines to help you design VR experiences that will work well:

  • User comfort is vital—absolutely paramount, like their safety—so avoid designs that might cause dizziness.

  • Great VR uses effective visuals and audio to immerse the user, and if you’ve got a story element going in there, craft it carefully with visual and audio cues users will “get” easily.

  • Provide clear feedback on user actions so they know in real-time what’s going on; did they successfully interact with an object?

  • Test with real users every step of the way so you can guide future users that much better with refinements to your design.

  • Make your experience accessible to users with disabilities—UX design for accessibility is a legal requirement in many jurisdictions, anyway, too.

Diagram representing blindess and low vision, mobility disabilities, deaf and hard of hearing, and neurodiversity.

Create better VR experiences for people with vision, mobility, hearing, and neural disabilities.

© Interaction Design Foundation, CC BY-SA 4.0

Transition from 2D UX Design to 3D for VR

To design for an added dimension above what you find on a flat screen, you’ll have to learn how to design 3D experiences that transport users to worlds that resonate with them—and that’s why we’ve got three key things for you to keep in mind:

Master the Design Process

You’ve got to understand the design process in VR—which is similar to traditional UX design but calls for you to adapt to three-dimensional environments—so use storyboards, sketches, and simple design tools before you move to advanced stages.

Develop Spatial Design Skills

If you get or sharpen your skills in spatial design, you’ll be able to navigate the 3D space of VR better and with consideration for your user needs. It’s vital to focus on spatial awareness for VR design—not least because it’s critical to help keep users safe as they move around in another “world” while they’ve still got to negotiate real-world physical constraints. Still, it’s not just about preventing accidents or muscle strains; spatial design skills help you design intuitive and natural interactions for users that help enhance the overall experience, too.

Learn Technical Tools Proactively

Aside from the theory side of things, you’ll also need practical skills in tools like Unity or Unreal Engine, so it’s wise to get into self-learning through online resources and community tutorials—and be all the better equipped with what you need to effectively prototype and test VR designs you make.

2. User Research Essentials for VR

A person holding the VR device while the other person uses it. 

User research lays the foundation for the VR experiences you’ll design, so watch Frank Spillers, CEO at Experience Dynamics, discuss how to understand user needs in virtual reality.

Show Hide video transcript
  1. 00:00:00 --> 00:00:31

    Your first instinct with VR is probably to  just dive right In because it's so exciting. That is a normal instinct, so I would forgive  you if that's how you would approach VR.   I did the same thing myself *until* I realized that all the good practices of UX process apply to 3D experiences.

  2. 00:00:31 --> 00:01:02

    Now, let me just clarify – when I say 'user research', there are two sides to user research. So, there's testing – *user testing* – doing  your own, of course, internal testing, a given. And then *user needs analysis* is the second type. And it's actually more powerful than testing because finding out what your actual opportunities and constraints are from your users before you build a thing and then you test it. So, that's why *user needs analysis* is the most important of the two sides.

  3. 00:01:02 --> 00:01:32

    So, why we conduct user research is to  learn about the *domain*, about the *goals*, about the *tasks of our user*. It gives us ideas, by observing what works and what affordances or skeuomorphic ideas, for example, might translate: for example, a door, a virtual door with a doorknob – does that work in VR? And finally *finding your story arc* or those story narrative ideas from your users' work

  4. 00:01:32 --> 00:02:00

    or from their lives and their struggles; that's gold for designing for VR. I mean, basically we use user research to learn about the domain or the area of content that you're working on. And we do this by *interviewing and observing users*. So, testing, we have them go through and test, but that first part of interviewing users and  observing them, so kind of sitting down with them, watching what they're doing.

  5. 00:02:00 --> 00:02:35

    If it's a B2B experience, for example, you want to sit and see how someone does the task and model it in VR and find out how you can make shortcuts and how you can smooth things out and make it even more pleasant. So, when you're doing this first stage of user research, don't worry about the technology yet. Don't worry about how it's going to translate or not translate – just try and understand that space. So, don't worry about the technology when you're doing this, and leverage SME's, Subject Matter Experts, because user research is going to help you understand things like plot

  6. 00:02:35 --> 00:03:04

    and tensions and narrative devices. Make sure, for example, you include people that are new to VR, not just all gamers. Plan also to *test with users at the very end* when you've finished all that and to get that feedback because usually what happens with VRs, it's a work in progress and changes as you go along. Think about *localization or cultural limits*, so make sure that you clarify your personas.

  7. 00:03:04 --> 00:03:32

    Think about cross-cultural confusion or opportunities for improving cultural sensitivity. For example, if you're teaching language, you might not just teach the symbols, but you might try and introduce, what's missing in language learning is *context* – you know – the emotional and social context. That's why it's so difficult to learn languages because you learn in a classroom, but the language is *living* out on the street in that country.

  8. 00:03:32 --> 00:04:01

    It's in an emotional and social context, so VR could bring emotional and social literacy or situations, with those symbols, with that language. You know – maybe you're learning Chinese. Maybe there's like an ancient Chinese story that just sort of appears, the mist in the mountains and there's  a little story that appears related to that character. But bring in cross-cultural aspects.

  9. 00:04:01 --> 00:04:17

    Even think about people that might not be that good at reading. Don't assume everyone's college-educated. Test *speech*, for example, and *accents* across different cultures as well, and other contexts where we've run into limitations.

Identify the "Why" Behind User Choices in VR

Virtual reality and its environment.

© Interaction Design Foundation, CC BY-SA 4.0

You can use two important components of user research that will help you understand the user needs and choices in the VR world: User needs analysis and testing.

User Needs Analysis: Get to Know Your Users

Use methods to gather data such as:

  • User interviews: Talk to potential users one-on-one and ask them open-ended questions so you can get to understand what they want—plus what their pain points are.

  • Observational studies: Watch how users interact with your VR design, and how they move—and react—and you’re going to spot usability issues and areas to improve on.

Testing: Improve Your VR Experience

Testing is something to do from early on with methods like:

  • Eye-tracking studies: See where users focus their eyes in VR, being sure that you’ve made important elements visible and noticeable for them to experience and use.

  • Usability testing: Create interactive VR prototypes and observe users as they navigate, interact, and complete tasks within those, and then find pain points and make improvements.

Key Strategies to Design for All in VR

VR has the potential to offer awesome experiences for everyone, and you’ll need to consider key strategies like these to make truly inclusive VR experiences:

Prioritize Comfort and Ease of Use

  • Minimize motion sickness: Design with care to reduce—or minimize—effects that induce motion sickness, so use smooth camera movements, provide a stable visual reference point within the scene, and allow users to take breaks when needed.

  • Flexible input methods: Offer a variety of input methods—like controllers, voice commands, and gestures—to support users with diverse motor abilities.

Customize for Individual Needs

  • Adjustable settings and difficulty levels: Let users adjust their text size, color schemes, contrast, brightness, audio, and difficulty levels.

Emphasize Multisensory Design

  • Combine visuals and sound: Use clear visuals and audio cues together to help users with vision or hearing impairments.

  • Haptic feedback: Use haptic feedback—like vibrations and textures—to give users non-visual cues.

Inclusive User Testing

  • Test with diverse users: Work with users with disabilities in the testing process so you can make more accessible designs.

3. Design for Immersion and Presence in VR

A person wearing a VR device.

Immersion makes you feel like you're inside the virtual world, but presence goes deeper still to help create the feeling that the virtual world is real.

Five Essential Elements to Design For Immersion and Presence

  1. Visual realism: High-quality graphics, realistic lighting, and believable textures can trick users’ brains into accepting the virtual environment as being a real place.

  2. Spatial audio: Sound is just as important as what users see, and the trick in VR is to change sounds based on their location in the VR world just like in real life—and add another layer of realism to help users make sense of their surroundings.

  3. Interactivity and agency: Users feel present whenever they interact with the VR world, and when the environment reacts to their user actions and choices so they’re active participants.

  4. Narrative and engagement: Interactive stories designed for VR can be powerful, and stories that unfold based on user choices create a strong sense of presence.

  5. Balance of realism and safety: Safey first, but we’ve put it last in this list to underline how vital it is because—while you must focus on realism, sure—user safety must always come first, and be sure to design VR experiences where things that might cause motion sickness or overwhelm the user don’t come up.

Bring Storytelling into Your VR Experience

Two people wearing VR devices and using them.

We’ll give some tips about VR storytelling, which helps you create deep and purposeful experiences to enrich the VR you put before your users—or, rather, set your users “within.”

You can build a narrative around your VR experience to provide a better user experience, so watch as Frank Spillers shows you how to use narrative as a design tool.

Show Hide video transcript
  1. 00:00:00 --> 00:00:31

    When I first started studying virtual reality  in the mid-1990s, one of the things that wasn't   mentioned was the *power of story* and using story  deliberately as a design tool. Story is a design tool that you can use in any context, whether it's education, health care,

  2. 00:00:31 --> 00:01:02

    industrial settings, consumer, children of course. But it's a universal tool. And the reason is because stories are how our brains work. And I love this quote that says, "Tell me  a story and it will live in my heart forever." So, think of storytelling as *interface*, giving users clues, sparking emotions, guiding discovery, inducing immersion – so, making them feel like they're more there;

  3. 00:01:02 --> 00:01:34

    providing a narrative backdrop to whatever they're doing. So, maybe it's a busy factory, they're learning to assemble, or maybe it's surgery – they're learning to do that. And maybe you have a whispering wind in the background or maybe you have the sound of a gentle clock ticking or a metronome for beat going 'tuh-tuh-tuh' – you know – in the background. Maybe you have lights changing or you have another character approaching you.

  4. 00:01:34 --> 00:02:03

    It might be an AI character that comes up to  you and says something. Whatever it may be, it can provide that kind of encouragement or movement  forward or pull so you bring people – you know –   further down the hallway or down the end of the room or into the other world, whatever it might be.   Think of story as a *UI wrapper*, as something that you use to wrap around the interaction,

  5. 00:02:03 --> 00:02:34

    to provide context or relevancy for the user. So, for example, imagine a button that's like a UI   element, just a button, but imagine a button  with smoke coming out of the top. There's a story there: Why is the button smoking or why is it covered with this fog? We can't do that in 2D. We can only offer things like texturing or shadows or animation. But what if the button spoke to you? What if the button said, "Hey – press me!" – you know.

  6. 00:02:34 --> 00:03:05

    Then that's a narrative hook. It's a way to induce, to pull someone in. And so, that's what we're talking about when we say story wrapper. Now, another thing storytelling does is to potentially *amplify presence*, to give presence a focus, to give your attention the direction  that you're going in, that it might – you know – pull you in in a good way; it might pull you in in a bad way.

  7. 00:03:05 --> 00:03:31

    Not all tension is bad. You need tension in a story. That's the basis of stories. It's the tense moments of 'what's going to happen to me?' or to the character or to the scenario or the situation. So, you might want to be thinking about how you can deliberately create more presence when you   need someone to. So, if for example, this was a VR piece and you walked up and everybody was  

  8. 00:03:31 --> 00:04:03

    on their phones and maybe you said 'hello', maybe if you said 'hello' people came up from their   phones and they smiled and somebody said 'hello', a couple of people said 'hello' to you as well, that would change the feeling you had as you did this. If they didn't do that and their heads are all down, it's creating a very different kind of spatial tension because you don't want to upset people, they're kind of there but they're not there, they're away on their phones. And you can see the difference in people that are talking, laughing, reading books versus on their  

  9. 00:04:03 --> 00:04:33

    phones, and what that does in the real world.  Think about that for your virtual environment.   Now, the study of immersion – so, presence is you feel like you're there; immersion is that you   feel like you're getting deeper and deeper into the immersive experience. That's why we call it immersive. So, you have like 20 seconds of use is where you get this idea of cognitive immersion or this feeling of like 'oh, I'm in this. I'm in this.'

  10. 00:04:33 --> 00:05:01

    So, it takes about 20 seconds, which is probably the stretch of time that you have to unfold the narrative, to provide affordances, provide ways for users to understand and interact. It's about that 20 seconds, and that's why you want this to be really smooth and easy and direct in those initial few seconds. And they're not looking and configuring and trying to understand what to do and feeling stupid or feeling

  11. 00:05:01 --> 00:05:32

    so overwhelmed or afraid that they're not getting what they should be doing. The next type of immersion is called *physiologic immersion* – the physiologic, so that's your whole body kind of feeling that immersion into that environment, three to five minutes. Three to five minutes is about halfway the length of a normal kind of VR experience if you're thinking 10 minutes is the average VR experience. It's important when you think about story flow that you avoid

  12. 00:05:32 --> 00:06:01

    the *overloading or underloading* of a user with UI elements. Underloading would be just there's not enough things to do, you don't really know what you should do. So, getting that balance right is really, really important, but think about the story, the flow where you're taking them, what happens next. So, think about narrative as a way to unfold the scene, what I call the *affordance canvas*.

  13. 00:06:01 --> 00:06:36

    That's what the user sees in front of them and  they have these affordances. Think of it more like a cockpit in an airplane or a car where there are buttons, there are steering wheels, there are things that they can interact with to move the narrative forward. So, think of the narrative as a guidance system, a way to help someone get to the next step. So, for example, a little bird might drop in, and the little bird may start telling you things and start framing your journey or framing your tasks. It might be just a big voice in the sky – you know –

  14. 00:06:36 --> 00:07:06

    or maybe the Earth is shaking or ... so wrapping that around a narrative is a way to unfold that canvas, that affordance canvas. You hear me talk a lot about *narrative mechanics* to shape the experience, so that's what story is all about. It's about using those narrative-, those story-type mechanics like a little bird or a big thundering voice, or maybe it's an object that rolls towards you or that drops down in front of you

  15. 00:07:06 --> 00:07:31

    or that you find available to you in your backpack or in your toolkit or on your watch or whatever other types of narrative objects or devices you choose to put in the world. *Narrative mechanics* can be used to create an emotion for a purpose. You could also create a *mood* to add ambiance with a story.

  16. 00:07:31 --> 00:07:47

    So, this is a lot trickier to design specific emotions like discovery or intrigue; the closer you get, the more – you know – health goes up. That's an analogy from a game, for example, from a gaming UI.

  • Conceptualize the story: Use brainstorming, mind maps, storyboards, mood boards, and user journeys to outline your story, and from there define the theme, setting, characters, and narrative arc.

  • Embrace immersion: Get what VR can do to work for you as you make a convincing presence within the story, and develop environments and characters that users can connect with at a good and deep level—with spatial audio, detailed and lifelike visuals, appropriate music to help set the atmosphere, and interactive elements to deepen immersion.

  • Create a compelling hook: Start with a solid opening that grabs attention and neatly sets the tone for your users, and use visual and auditory cues to steer user focus and draw them right along into the narrative.

  • Offer agency and choice: Include decision-making points where users' choices impact the story's outcome.

Create an Emotion-Driven Immersive Design

How can you connect so much more profoundly with users? Guide their feelings and reactions throughout the VR journey—and here's how you can do it:

Define Your Emotional Objective

Take the specific emotion you want for your VR experience—joy, fear, empathy, curiosity, or another feeling—and understand how it supports your narrative, theme, or message to create the desired effect.

Use Immersive Storytelling Techniques

These include:

  • 360-degree audio and visual cues: Surround the user with sights and sounds that match the intended mood, and focus their attention on key elements that are within the virtual environment.

  • Branching narratives: Give users options that lead to different paths and outcomes in the story, so they are very much in charge of their “VR fate”—and it will both empower and give them a stronger sense of ownership over the experience.

  • Spatial transitions: Instantly move users between different locations within the virtual world you create for them, but do it carefully as it can be disorienting; get it right, though, and it can dramatically shift the tone or heighten a sense of urgency.

  • Diverse perspectives: Let users experience the VR narrative from different points of view (first- or third-person, for example).

Design Meaningful Interactions

Interactions form the very heart of VR experiences—and certainly they affect users' emotions—so create interactions that are in line with your emotional objectives for your users. Put intuitive inputs in there, like hand gestures, voice commands, or eye tracking to deepen connection and immersion so it feels more real, plus give feedback and rewards that affirm users' decisions and introduce challenges, conflicts, and surprises.

Test and Iterate

  • Watch and listen: Those facial expressions, body language, and words users give in the testing phase are valuable feedback.

Storytelling, Improv and Imagineering

Storytelling, improv and imagineering help you create immersive VR experiences that engage users, spark creativity and push the boundaries of what's possible.

© Interaction Design Foundation, CC BY-SA 4.0

4. Design Interfaces and Interactions in VR

Key VR Interaction Concepts

  • Autonomy and agency: To keep things interesting and so users want more of your experience, they should be able to explore the virtual world you’ve provided them freely and interact with objects as they would in real life.

  • Avatars: Avatars are the virtual bodies which users inhabit in VR, and when users can design and control their avatars, the experience becomes more personal and powerful—and, so, more “real.”

  • Empathy: You can use VR to build empathy—especially when users can experience life from another point of view—and VR is best at triggering emotional empathy, and you may need active user involvement to encourage deeper cognitive empathy.

  • Motion sickness: Good VR design avoids sudden or jarring movement and helps users maintain balance within the virtual world to minimize discomfort.

  • Haptics and pseudo-haptics: Use touch feedback—like vibrations in controllers—to make virtual interactions feel more real.

  • Redirected walking: This is where users get to explore virtual spaces that are bigger than their real-world rooms, and—as in other areas of VR design—keep user safety and comfort top of mind.

Create an Effective Interaction Model in VR

  • Define objectives and user needs: Understand what you want to achieve with your VR application, who your target users are, and the context users will use your VR system in, the tasks they’ll perform, and any limitations they might face.

  • Research and inspiration: For example, look into existing VR applications—especially ones that share similarities with your project—and see how they handle user interactions and the like.

  • Select interaction methods: As in, decide if you want to make the interactive experience, like, for example:

    • Gesture-based: Wave your hands or make specific gestures that the VR system can track—and respond to.

    • Gaze-based: Look at something to select it or make it do something.

    • Voice-based: Use your voice to command or control things in the VR world.

5. Prototype and Test Your VR Design

A prototype for virtual reality (VR) helps you turn ideas into tangible, interactive experiences.

Follow the Prototyping Process

  1. Start with simple prototypes: Build basic models of your VR idea and focus on how users will interact with the world, not fancy visuals.

  2. Get user feedback early: Test your early prototypes.

  3. Build detailed prototypes: Once you’re sure the basics work, create polished prototypes with better graphics and more immersive features—and you can use tools like Unity or Unreal Engine.

  4. Test and improve: Test your detailed prototypes with users, and use their feedback to improve the experience, make it easier to use, and—perhaps the magic touch here—keep users engaged.

Use VR Design Best Practices

To help you create a smooth, comfortable, and intuitive user experience, we’ve got several guidelines to make your VR app feel natural when it plays out on the target hardware and VR platform (which will have its own guidelines, too).

  • Use Level of Detail (LOD) and occlusion culling: Cut down on the workload on your VR system. Level of Detail (LOD) means you use simpler models for far-away objects, while occlusion culling skips rendering anything hidden behind walls or other objects.

  • Optimize shaders and textures: Shaders make your materials look right and textures add detail, so use simple shaders whenever possible and compress your textures to save memory.

  • Test and profile regularly: Test your VR app on target devices, and profiling tools give detailed reports on frame rate, CPU/GPU usage, and more so you’ll see where the bottlenecks are to fix.

Evaluate your VR Design

Consider these key areas whenever you analyze a VR design:

  • Presence and immersion: Does the experience make users feel like they're actually there?

  • Comfort: Does the design minimize motion sickness and are controls natural and easy to use without physical strain?

  • Interaction: Do the controls feel like a natural extension for intuitive interaction or do they create a barrier between them and the experience?

  • Accessibility: Regarding how users with disabilities can enjoy the experience, have you put in options to adjust settings and adapt the experience to individual needs?

The Take Away

VR UX design calls for a fundamental shift in how we think about user experience, and—superlatively important here—you’ve got to create immersive worlds where interactions feel natural, movement minimizes discomfort, and the design considers the unique needs of all users. Successful VR designs can hinge on how you prioritize comfort and intuitive interactions among the ingredients of the VR worlds you make for users.

The IxDF UX Design for Virtual Reality course is going to provide deeper insights into what we discussed in this piece, and it gives you the skills to design amazing VR experiences. You'll learn how VR works, how to adapt UX principles for this unique medium, and how to design for comfort and immersion. Plus, you'll master user research for VR, create powerful narratives, and get to understand how to make VR experiences accessible to everyone.

This course is ideal for you if you’re any of these:

  • A designer wanting to expand their skillset into VR

  • An entrepreneur looking to create VR products

  • A product manager who wants to improve user experience with VR

  • Anyone excited to explore the cutting edge of design

Frank Spillers, CEO of Experience Dynamics, will be your instructor. Frank is a VR/AR expert with over 20 years of UX experience working with Fortune 500 clients, including Nike, Intel, Microsoft, HP, and Capital One.

The IxDF UX Design for Virtual Reality course includes hands-on exercises to build your VR design skills and portfolio, too. By the end of it, you'll have a complete case study project ready to impress potential employers or clients.

References and Where to Learn More

Enroll in the IxDF UX Design for Virtual Reality course. It's included in an IxDF membership. To become a member, sign up here

Read our topic definition of Virtual Reality.  

Look at companies that lead the VR industry:  Oculus, HTC Vive and Sony PlayStation VR. 

Have a look at the Past, Present and Future of Virtual Reality

Take the Master Class on Rapid Prototyping for Virtual Reality to understand the conventions, frameworks, tools and techniques to conceptualize, design, prototype, test and iterate Virtual Reality applications. 

Read our article, Enter the World of Social VR

Read our article to learn how to implement VR experiences

Learn how tools like Unity or Unreal Engine can bring your world to life. 
Understand how to work on VR platforms like Oculus and SteamVR

Get Weekly Design Insights

Join 315,228 designers who get useful UX / UI Design tips from our newsletter.
A valid email address is required.
477 shares

Open Access—Link to us!

We believe in Open Access and the democratization of knowledge. Unfortunately, world-class educational materials such as this page are normally hidden behind paywalls or in expensive textbooks.

If you want this to change, , link to us, or join us to help us democratize design knowledge!

Privacy Settings
By using this site, you accept our Cookie Policy and Terms of Use.

Share Knowledge, Get Respect!

Share on:

or copy link

Cite according to academic standards

Simply copy and paste the text below into your bibliographic reference list, onto your blog, or anywhere else. You can also just hyperlink to this article.

Soegaard, M. (2025, March 17). Revolutionize UX Design with VR Experiences. Interaction Design Foundation - IxDF.

New to UX Design? We're Giving You a Free eBook!

The Basics of User Experience Design

Download our free ebook “The Basics of User Experience Design” to learn about core concepts of UX design.

In 9 chapters, we'll cover: conducting user interviews, design thinking, interaction design, mobile UX design, usability, UX research, and many more!

A valid email address is required.
315,228 designers enjoy our newsletter—sure you don't want to receive it?