1. Spatial UX: What makes it different?
Spatial UX is not about porting mobile apps into 3D—it’s about rethinking presence, scale, and depth. Users aren’t just seeing an interface; they’re inside it. Key shifts include:
Gaze and gesture over touch
Depth and parallax as part of UI logic
Physical positioning and ergonomics impact usability
Contextual space awareness (room layout, user posture)
What worked in 2D might feel clunky or confusing in 3D unless reimagined.
2. Interactions that feel natural in Vision Pro
Based on Apple’s VisionOS guidelines and early case studies, these interaction types work well:
Gaze-based selection with subtle dwell or click via pinch
Spatially anchored panels that stay in the user’s real environment
Floating UI elements that respond to depth and focus
Smooth transitions between windows and scenes
Two-hand gestures for resizing, rotating, and placing objects
The best interactions respond to movement and respect user effort—no awkward hand gymnastics.
3. Mistakes to avoid in spatial interfaces
Common errors designers make when jumping into spatial UX include:
Porting 2D UI directly into 3D (e.g., menus stuck flat in space)
Overusing floating windows that feel detached or dizzying
Ignoring physical comfort: reaching too far, holding arms up too long
Cluttering the field of view with unnecessary depth layers or animations
Not designing for seated vs standing usage
These issues break immersion and exhaust users quickly.
4. Spatial UX patterns to embrace
To make Vision Pro interactions intuitive and accessible:
Use anchored objects (e.g., to surfaces or environments) when persistent visibility is needed
Design with gaze-first, gesture-second logic
Allow hands-free navigation when possible (voice or eye control)
Leverage depth for hierarchy, not decoration
Apply motion subtly—don’t overwhelm the user with spatial transitions
Less is more when users are surrounded by interface.
5. Tools and frameworks for testing spatial UX
Designers can prototype and test VisionOS interfaces using:
Reality Composer Pro – Apple’s native tool for creating interactive 3D experiences
Unity with PolySpatial – for app development with real-time interaction logic
Apple’s Human Interface Guidelines for VisionOS – essential for gesture, layout, and motion best practices
ARKit for early spatial prototyping on iPhones/iPads
Testing with real depth and movement is key to validating UX assumptions.
Summary and what to try next
Designing for Vision Pro means embracing spatial thinking, not just adding a Z-axis to flat screens. Focus on intuitive gaze, fluid gestures, and physical ergonomics. By learning from spatial UX patterns and avoiding flat-thinking traps, you can build experiences that feel truly native to the world of spatial computing.