agency-xr-interface-architect

Design spatial UX layouts for AR, VR, and MR environments.

Updated Apr 15, 2026
One-click install
npx skills add https://github.com/anavvanzin/Research --skill agency-xr-interface-architect-anavvanzin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: agency-xr-interface-architect
Source: https://github.com/anavvanzin/Research/tree/main/cowork/integrations/antigravity/agency-xr-interface-architect
Command: npx skills add https://github.com/anavvanzin/Research --skill agency-xr-interface-architect-anavvanzin

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps designers craft spatial UX for immersive XR environments, reducing confusion and motion discomfort by guiding intuitive HUDs, panels, and interaction zones.

Core Features & Use Cases

  • Spatial UI design for AR/VR/XR with gaze-first, gesture, and controller inputs.
  • Prototyping comfortable layouts and interaction models to minimize motion sickness and maximize presence.
  • Use cases include immersive dashboards for training simulations, cockpit controls, and collaborative spaces.

Quick Start

Tell me your XR context (devices, interactions, comfort goals) and I will propose an initial spatial UI layout and interaction plan.

Frequently Asked Questions about agency-xr-interface-architect

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design spatial UI for immersive XR environments without causing motion sickness?

Spatial UI for immersive XR environments minimizes motion sickness by applying comfort-based placement rules to HUDs and floating panels, ensuring intuitive interaction zones. This approach maximizes user presence while reducing visual confusion and physical discomfort.

What is the best way to prototype AR VR layouts that support gaze control and hand gestures?

Prototyping AR VR layouts with gaze-first, hand gesture, and controller inputs requires mapping multimodal input support to floating panels and interaction zones. This ensures rapid layout iteration while maintaining low input latency for responsive spatial UX.

Can I use this spatial design approach for both collaborative spaces and training simulations?

Yes, spatial design applies to both collaborative spaces and training simulations by generating immersive dashboards and cockpit controls. It tailors interaction models and comfort-based UI placement to fit specific XR workflows and device contexts.

How do I start planning an XR interface when I have multiple device and interaction requirements?

Start planning an XR interface by defining your target devices, multimodal interaction types, and comfort goals. Providing this XR context allows the generation of an initial spatial UI layout and interaction plan tailored to your specific environment.

Why does input latency matter when designing floating panels for MR workflows?

Input latency matters for floating panels in MR workflows because delays between multimodal inputs and visual feedback break immersion and cause discomfort. Managing latency ensures spatial UI interactions remain intuitive and comfortable for extended use.