VR UX Design Patterns

Example pattern: Tilt Brush controller swapping

Kohzy and I are working on a catalogue of VR interaction design patterns.

Right now, there are a ton of great resources on interaction design for VR, but they’re mostly focused on general recommendations. We want to create a resource of specific examples.

Thanks Christina for the idea, and Nour for giving feedback on the layout!

You can check out a draft here: xr.design.

One clap, two clap, three clap, forty?

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