XR Interface Architect

Design spatial user interfaces for XR with motion-constraint guidelines.

Updated Apr 16, 2026
One-click install
npx skills add https://github.com/jc180105/.opencode --skill xr-interface-architect-jc180105
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: XR Interface Architect
Source: https://github.com/jc180105/.opencode/tree/main/.opencode/skills/xr-interface-architect
Command: npx skills add https://github.com/jc180105/.opencode --skill xr-interface-architect-jc180105

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Immersive XR experiences require intuitive spatial UX that minimizes discomfort while maximizing presence and discoverability. This skill provides a framework to design comfortable, human-centered interfaces in 3D spaces.

Core Features & Use Cases

  • Design HUDs, floating menus, panels, and interaction zones for AR/VR/XR environments.
  • Support direct touch, gaze+pinch, controller, and hand-gesture input models to enable flexible interaction.
  • Recommend comfort-based UI placement with motion constraints to reduce motion sickness.
  • Prototype interactions for immersive search, selection, and manipulation within 3D spaces.
  • Structure multimodal inputs with fallback for accessibility and inclusivity.

Quick Start

Prototype a spatial HUD in a new XR scene using gaze input and a controller, ensuring comfort-focused placement and clear discoverability.

Frequently Asked Questions about XR Interface Architect

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

FAQPage Schema
How do I design spatial UX for AR VR to reduce motion sickness?

Spatial UX for AR/VR reduces motion sickness by applying comfort-based UI placement, motion constraints, and accessibility fallbacks. This approach structures HUDs, menus, and interaction zones to maintain user presence while minimizing physical discomfort during immersive experiences.

What is the best way to structure multimodal input for XR interfaces?

Structuring multimodal input for XR interfaces involves supporting direct touch, gaze and pinch, controller, and hand-gesture models. It requires organizing these interaction methods with accessibility fallbacks to ensure flexible, inclusive user experiences across headsets and handheld devices.

How do I prototype a spatial HUD using gaze input and a controller?

Prototyping a spatial HUD with gaze input and a controller involves designing comfort-focused placement and clear discoverability within a 3D scene. You structure floating menus and interaction zones to support immersive search, selection, and manipulation while enforcing motion constraints.

Does XR interface design support both headset and handheld devices?

XR interface design supports both headset and handheld devices by applying spatial layout requirements across diverse hardware. It structures multimodal inputs and interaction zones to maintain consistent user comfort and discoverability regardless of the specific AR or VR platform.

Why does floating UI placement cause motion sickness in VR?

Floating UI placement causes motion sickness in VR when interfaces lack motion constraints and comfort-based positioning. Spatial UX addresses this by enforcing specific layout requirements for HUDs and panels, ensuring interfaces remain stable and comfortable during immersive interaction.

When should I use accessibility fallbacks in spatial UI design?

Accessibility fallbacks in spatial UI design are used when structuring multimodal inputs for inclusive interaction. They ensure XR interfaces remain usable by providing alternative input methods like controller or gaze support when primary hand-gesture or direct touch interactions are not feasible.