VR menu patterns and use cases

Lucy Carpenter
3 min readApr 28, 2018

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A VR menu is a pattern that allows your user to make a selection. This article outlines the 3 most effective variations and when to use them based on your use case.

In-depth look at the 3 menu pattern options:

1. Floating menu

This menu for The Climb exists in the environment and allows users to select the level they want to play.

These menus are usually rendered in a single-dimension and can be free floating. They tend to break the ‘4th wall’ for the user by reminding them that they are in a simulation and must mediate it through this menu before being able to ‘return’ to the fun, real experience. Looking beyond the fancy visual design, these menus are simply menu design taken from current web design standards.

These menus are most effective when used in-between levels/experience options in spaces I call ‘interstitial spaces’. Usually the menu is the main point of focus here as we need the user to choose something to begin the next experience.

In the Google Cardboard demo the user needs to make a selection before being taken to the next experience.

2. Controller menu

Menus that are connected the controllers are best used when the options directly impact what the controller is (weapon selection, brush selection).

Tilt brush enables the user to change the brush they use to paint in their VR environment. It also has overall scene options for saving, copying, etc.

Controller menus can also be used to directly affect the overall scene at large. I like to think of this as ‘playing god’ in the scene.

Hovercast VR controller is different than Tilt Brush as it enables the user to affect the VR environment that already exists.

3. Environment menu

Would a user actually be able to do this in real life? These menus enable you to design a completely immersive VR experience by using objects as your menu. They are opportunities for delighting users by invoking a sense of wonder or playfulness.

When your menu has 7 or less items: Use actual objects to represent the choices.

The introductory experience for Oculus Rift uses floppy disks as the menu items that the user then inserts into the computer on the left to create these items.

Even if your choices are concepts and not actual objects, you can still be creative in how you handle the interaction:

Job Simulator’s menu is presented as different food items — each representing an option with the instructions to ‘please eat your selection.’ One option to ‘Exit’ is a burrito that you eat. The first bite asks you if you really want to exit. Taking another bite will exit the game.

When your menu has 8 or more items: Use an object that allows you to present a GUI menu as part of that object.

The human mind can remember and process distinct chunks of information (most humans being able to only hold 7 or less items in their memory at one time).

Here there are many options, but presented as actual controls in the cockpit.
Here the mega menu of options is presented as part of the computer terminal, making the user feel that they are actually programming the experience in-game.

Still not sure your best menu option? If you want expert help on choosing and designing menus for your project or other UX help, please get in contact with me through uxxr.co. We specialize in UX for immersive VR and are happy to take a look at what you’re doing!

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Lucy Carpenter

A UX Designer at Amazon by day, a VR artist and developer by night.