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UX Best Practices for XR
UX Playbook for XR
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UX Best Practices for XR
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UX Best Practices for Extended Reality
UX Best Practices for Extended Reality
Over the next weeks, I will be updating and releasing the UX Best Practices that I use as a standard when designing for these experiences.
Aleatha Singleton
May 20, 2020
Transitioning to XR Design
Transitioning to XR Design
Designing for another dimension
Aleatha Singleton
May 22, 2020
Keeping the Type of Reality in Mind
Keeping the Type of Reality in Mind
Another decision that should be made before design and development is the type of reality in which the experience will be created since…
Aleatha Singleton
May 25, 2020
Psychological Factors in XR
Psychological Factors in XR
Due to the nature of alternate realities and the levels of immersion they can create, it is important to consider the psychological…
Aleatha Singleton
May 26, 2020
Physical Factors: Motion Sickness in XR
Physical Factors: Motion Sickness in XR
Motion sickness is one of the most common negative side-effects of VR experiences. This can include a feeling of seasickness, headaches…
Aleatha Singleton
May 27, 2020
Physical Factors: Head Comfort Zone
Physical Factors: Head Comfort Zone
When designing UI elements and interfaces within a virtual environment, real-world physical ergonomics should be taken into consideration…
Aleatha Singleton
May 28, 2020
Physical Factors: Fatigue in XR
Physical Factors: Fatigue in XR
Spending time in a virtual environment can be physically tiring for people who aren’t used to it. Be sure to consider the length of time…
Aleatha Singleton
May 29, 2020
Physical Factors: Real (external from XR) environment
Physical Factors: Real (external from XR) environment
Remember to keep in mind that the real physical environment still impacts the experience you’re creating within the headset. For example…
Aleatha Singleton
May 30, 2020
UX Best Practices for Training in XR
UX Best Practices for Training in XR
These UX best practices are based on my own experience designing and conducting in-depth research and usability tests with target…
Aleatha Singleton
Oct 9, 2020
Make things easy to read and prevent eye strain
Comfortable Viewing Distances in XR
Comfortable Viewing Distances in XR
In order to avoid eye strain and headaches, it is important to pay attention to the placement of text elements in virtual 3D space. Font…
Aleatha Singleton
Jun 5, 2020
Text Scaling and Readability in XR
Text Scaling and Readability in XR
Traditional font sizes that are used in 2D screen UI elements (generally 12–32pt) are pretty small in AR and VR environments when placed…
Aleatha Singleton
Jun 8, 2020
Label Sizing and Placement in XR
Label Sizing and Placement in XR
In some XR cases, such as data visualization or multiplayer collaboration, the user will need to have an easy view of any labels or…
Aleatha Singleton
Jun 12, 2020
Bifocals and Progressives in XR
Bifocals and Progressives in XR
When designing or assessing solutions in XR, you need to ensure that people who wear corrective lenses are able to have a quality…
Aleatha Singleton
Jun 16, 2020
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