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Virtual Reality Blueprints by John Williamson, Charles Palmer

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User interface and experience design

In positional tracked systems (Vive, Rift, PSVR, HoloLens), be aware of the fact that users are going to be different heights. Ensure that your experience can accommodate someone who is 1 m and someone who is 2 m tall. If you are going to have the players reach for inventory items, either from a belt attached to the player, or from a table top, design accordingly so that all players can reach them.

Follow some of the old Kinect design best practices. Using your arms with a wireless controller on each hand in VR can be surprisingly fatiguing. This is especially true when the user must hold their arms at full extension. Build rest time into your experiences. Allow the users to assume different poses and ...

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