UX Design
Designing for AR/VR:
Augmented Reality (AR) and Virtual Reality (VR) are no longer confined to gaming—they’re shaping industries from healthcare to education, retail, and beyond. For junior designers, learning the principles of AR/VR UI is not just exciting but increasingly necessary. Unlike flat screens, AR and VR immerse users in 3D environments where interaction feels more like reality than interface. But that doesn’t mean the rules of good UX disappear; they just evolve.
Why AR/VR UI Matters
In AR/VR, UI components act as the bridge between users and immersive worlds. They guide navigation, support interactions, and prevent confusion in spaces where users may already feel overwhelmed. According to PwC’s Emerging Technology survey, nearly one in three companies is already exploring AR/VR solutions to enhance customer or employee experiences. As adoption grows, designers who understand immersive interfaces will stand out.

Core UI Components in AR/VR
Gaze & Pointer Systems
Many VR headsets use gaze-based selection or laser pointers for navigation. These require careful calibration so users don’t feel strain.Spatial Menus
Instead of flat menus, interfaces can float in 3D space. Placement matters: keep them within a comfortable “arm’s reach” zone.Hand & Gesture Controls
With devices like Meta Quest or HoloLens, hand tracking replaces controllers. Gestures should mimic real-world actions (e.g., pinch to grab).Haptic Feedback
Vibrations or tactile responses (via controllers or gloves) add realism and reduce ambiguity about whether an action succeeded.Anchors & Markers in AR
Anchoring digital objects to real-world points helps users orient and understand spatial context.
Upright viewing position, source: Apple.com
Best Practices for AR/VR UI Design
Respect Ergonomics
Keep interactions within a natural field of view (about 30–60 degrees in front). Overhead or behind-the-back elements quickly cause fatigue.Minimize Cognitive Load
Don’t overload the environment with floating panels. Use progressive disclosure: reveal only what’s needed in the moment.Prioritize Accessibility
Provide multiple input methods—voice, gaze, hand gestures—so users of different abilities can participate.Maintain Spatial Consistency
Objects should behave realistically. A button should “press in,” and a menu should stay anchored unless intentionally moved.Test Comfort Early
VR motion sickness is real. Test for latency, movement speed, and clarity. According to Unity’s XR Design Guidelines, reducing motion-to-photon latency under 20ms is crucial for comfort.
Common Pitfalls
Overdesigning: Adding too many flashy elements can overwhelm rather than immerse.
Ignoring Real-World Context: In AR especially, poorly placed objects can block real-world visibility or cause safety risks.
Forgetting Onboarding: First-time users may not know how to interact. Clear tutorials are essential.

Where AR/VR UI is Heading
As hardware improves, AR/VR interfaces are moving toward natural, almost invisible interactions. Voice commands, eye tracking, and adaptive systems will replace clunky menus. Gartner predicts that by 2030, immersive experiences will become a standard expectation in both consumer and workplace products. Designers will need to think less about screens and more about environments.
For junior designers, this means experimenting with prototyping tools like Unity, Unreal Engine, or Adobe Aero, and keeping ergonomics front and center. Don’t just design for how things look—design for how they feel when used.
Final Thoughts
AR/VR UI design sits at the intersection of technology and psychology. The best immersive experiences feel intuitive, like an extension of our natural behaviors. As you begin designing in this space, remember: the user isn’t just clicking or tapping anymore—they’re moving, reaching, and inhabiting the world you create. Respect that reality, and your interfaces will not only function but truly resonate.

Sources:
PwC, “Emerging Technology Survey” (2020)
Unity, XR Interaction Toolkit and Design Guidelines
Gartner, “Future of Immersive Experiences” (2022)