Ar vr interface
Skill Dragoon0x/everything-design-taste/skills/ar-vr-interface
A taste system for AI agents. 288 skills, 80 agents, 12 rules, and 8 hooks that turn generic AI output into work with genuine design quality. Anti-slop detection, typography craft, color systems, brand voice, product strategy, and 50+ specialized reviewers across UI, industry, platform, and content domains.
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AR/VR interface design, spatial UI, 3D interaction patterns, and immersive UX.
SKILL.md
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AR/VR Interface Design
Spatial UI Principles
- Ergonomic placement: UI at comfortable viewing distance (1-2m in VR)
- Follow the user: UI can be world-locked or head-locked
- Depth cues: Use shadows and layering for 3D hierarchy
- Avoid UI in peripheral vision (hard to read, causes nausea)
VR-Specific
- Field of view: Place primary UI in center 60 degrees
- Text size: Minimum 1 degree of arc (roughly 1.7cm per meter of distance)
- Interaction: Ray casting (point and click), grab, or gaze + dwell
- Motion sickness: Avoid moving the user's viewpoint without their control
AR-Specific
- Anchor to real world: UI elements attached to surfaces or objects
- Contrast: Ensure readability against variable real-world backgrounds
- Occlusion: Handle when real objects block virtual UI
- Lighting: Match virtual element lighting to environment
Common Patterns
- Panel: Floating 2D surface in 3D space (settings, menus)
- Tooltip: Anchored to object, shows info on gaze/proximity
- Radial menu: Circular menu around controller/hand
- Spatial layout: Items arranged in 3D space for browsing