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VR

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Mobile

What Interactions Work in Space? UX for Vision Pro Without Missteps

Szymon Wnuk

Jun 7, 2025

Spatial, vision

VR

AR

Mobile

What Interactions Work in Space? UX for Vision Pro Without Missteps

Szymon Wnuk

Jun 7, 2025

Spatial, vision

VR

AR

Mobile

What Interactions Work in Space? UX for Vision Pro Without Missteps

Szymon Wnuk

Jun 7, 2025

Spatial, vision

Spis treści

Spis treści

Spis treści

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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.

Be on top of your industry

© 2025 Bereyziat Development, All rights reserved.

Be on top of your industry

© 2025 Bereyziat Development, All rights reserved.

Be on top of your industry

© 2025 Bereyziat Development, All rights reserved.