dragoon0x/everything-design-taste

ar-vr-interface

AR/VR interface design, spatial UI, 3D interaction patterns, and immersive UX.

First seen Jul 18, 2026

Installation

$ npx skills add dragoon0x/everything-design-taste --skill ar-vr-interface

Similar popular skills

Related neighbors and high-traction skills in the same topics — useful to compare before installing.

Also in this package

Other skills from dragoon0x/everything-design-taste · top by installs.

npx skills add dragoon0x/everything-design-taste

Browse all from dragoon0x/everything-design-taste

More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 11
License LICENSE
Default branch main
Open issues 0
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 1,364 B
  • docs SUMMARY.md 101 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 2 installs

SKILL.md

AR/VR Interface Design

Spatial UI Principles

  1. Ergonomic placement: UI at comfortable viewing distance (1-2m in VR)
  2. Follow the user: UI can be world-locked or head-locked
  3. Depth cues: Use shadows and layering for 3D hierarchy
  4. 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