agency-xr-interface-architect

Design spatial AR/VR/XR interfaces with ergonomic placement and multimodal interaction flows.

Updated Apr 11, 2026
One-click install
npx skills add https://github.com/omeraltn/ice_cream_website_testing --skill agency-xr-interface-architect-omeraltn
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: agency-xr-interface-architect
Source: https://github.com/omeraltn/ice_cream_website_testing/tree/main/.antigravity/agency-xr-interface-architect
Command: npx skills add https://github.com/omeraltn/ice_cream_website_testing --skill agency-xr-interface-architect-omeraltn

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Designs spatial user interfaces that reduce motion sickness, improve discoverability, and align interaction mechanics with human perceptual and ergonomic constraints in AR/VR/XR environments. It addresses the mismatch between traditional 2D UI patterns and immersive 3D contexts by providing placement, interaction, and accessibility guidance tuned for comfort and presence.

Core Features & Use Cases

  • Spatial Layout & Placement: Recommend ergonomic HUDs, floating menus, panels, and interaction zones with comfort-driven placement rules.
  • Multimodal Interaction Design: Define interaction flows for gaze, hand gestures, controller inputs, and touch with fallback strategies for accessibility and latency constraints.
  • Prototype & Validation: Produce layout templates and test plans to validate presence, motion sickness thresholds, and usability in prototype sessions.
  • Use Case: Create a gaze-first inventory HUD for an AR maintenance app that minimizes head rotation and provides controller fallback for precise selection during hands-on tasks.

Quick Start

Ask the agent to design a floating HUD for an AR training application that prioritizes minimal head movement, supports gaze selection with controller fallback, and includes recommended ergonomic distances and latency tolerances.

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 user interfaces that reduce VR motion sickness?

Designing spatial user interfaces that reduce VR motion sickness requires applying ergonomic placement rules for HUDs and floating menus, aligning interaction mechanics with human perceptual thresholds, and validating prototypes for comfort.

What is the best way to structure gaze interaction with controller fallback in AR?

Structuring gaze interaction with controller fallback in AR involves defining multimodal interaction flows that prioritize minimal head rotation for discoverability, while providing input modality fallbacks to ensure precise selection during hands-on tasks.

How do I validate XR usability and accessibility for immersive applications?

Validate XR usability and accessibility by generating layout templates and test plans to evaluate motion sickness thresholds, ergonomic distances, latency tolerances, and multimodal interaction flows during prototype sessions.

Does this approach support designing floating menus for both AR and VR environments?

Yes, this approach supports designing floating menus for both AR and VR environments by providing comfort-driven placement rules and multimodal interaction design strategies tuned for spatial contexts and input modality fallbacks.

When should I use gaze interaction instead of hand gestures for XR interface design?

Use gaze interaction instead of hand gestures for XR interface design when aiming to minimize head rotation and hands-on task interference, while implementing hand gestures or controller inputs as fallback strategies for latency constraints and precise selection.