Chapter 9. UI design for VR

This chapter covers

  • Why UI design for the Rift needs to be different from conventional UI
  • Ways to move conventional UI elements into VR
  • Guidelines for 3D scene and UI design
  • Input devices and VR UI design

Hallucinated any big, floating scoreboards lately?

It’s funny, but it’s true: if we showed you a picture of the world with lots of little floating squares full of words, with numbers and pictures inside funny-shaped symbols all hanging in front of your face (figure 9.1), you’d be totally okay with it. You recognize that all this floating visual noise is the UI of a game, and you recognize the abstract symbols it employs. The big plus symbol in the lower-left corner? Sure, that means health. And behind the ...

Get Oculus Rift in Action now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.