How to Design for Virtual Reality
Matt Sundstrom

Putting content *behind* someone’s head is not a good use of VR. Or as the author put it: “Do not require the user to move their head or body too much.” #4 is a bad VR experience. Even putting something 90 degrees to the side is annoying.

One clap, two clap, three clap, forty?

By clapping more or less, you can signal to us which stories really stand out.