Contents:

Object Based UI

Graphic Based UI

Controller/Hand Based UI

Object Based UI

Generally, object based UI can be a lot more supportive of a user’s immersion in an experience. Relevant objects can be more naturally placed within an environment and visually blend into a scene. This can however jeopardize how intuitive it will be to interact with this UI and more efforts may be needed to onboard new users.

Here are some examples:

Job simulator UI

recorded by Blitz of Job Simulator

A UI composed of switches, cartridges, and a screen to display instructions and feedback.

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Graphic Based UI

Similar to what users are faimiliar interacting with in mobile apps or websites, graphical user interfaces can be a lot more intuitive than object based UI. This can however jeopardize how immersed a user feels in the VR experience, for if not precisely designed, the GUI can feel out of place.

Here are some examples:

Buttons and panels

recorded by Road to VR of Oculus Dash

In Oculus Dash, the UI mimics a control panel-like configuration with graphical buttons and floating panels for displaying information.

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Controller/Hand Based UI

Because the controllers or virtual hands are a user’s only means to interact with the VR world, this naturally becomes the subject most often in a user’s field of view, making it a great area to anchor UI elements. Using the controller as UI navigation can also be represented in both graphical forms or objects.

Here are some examples:

Multi panel controller UI

Similar to an artists' painting palette, Tilt Brush's UI work with flat pannels around the controller that users can rotate through to pick out colors, tools, and settings.

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