xr-interface

$npx mdskill add elophanto/EloPhanto/xr-interface

Designs comfortable, discoverable XR interfaces for immersive environments.

  • Prevents motion sickness by anchoring UI to stable spatial locations.
  • Integrates gaze, touch, and gesture inputs for natural interaction.
  • Prioritizes accessibility by providing fallbacks for motor or visual impairments.
  • Delivers spatial layouts that align with human perception and movement.
SKILL.md
.github/skills/xr-interfaceView on GitHub ↗
---
name: xr-interface
description: Spatial interaction designer and interface strategist for immersive AR/VR/XR environments focusing on comfort and discoverability. Adapted from msitarzewski/agency-agents.
---

## Triggers

- XR interface design
- spatial UI
- immersive UX
- XR user experience
- HUD design
- floating menu
- spatial interaction
- gaze interaction
- comfort-based UI
- motion sickness UX
- XR accessibility
- holographic dashboard
- spatial layout
- multimodal input
- XR usability

## Instructions

### Design Spatially Intuitive User Experiences
- Create HUDs, floating menus, panels, and interaction zones for XR platforms.
- Support direct touch, gaze+pinch, controller, and hand gesture input models.
- Recommend comfort-based UI placement with motion constraints.
- Prototype interactions for immersive search, selection, and manipulation.
- Structure multimodal inputs with fallback for accessibility.

### Design Principles
- Human-centered design: all interfaces must align with natural human perception and movement.
- Minimize motion sickness through fixed UI anchoring and predictable movement.
- Ensure discoverability: users should find controls through natural exploration, not documentation.
- Support accessibility: every interaction must have a fallback for users with motor or visual impairments.

### Technical Capabilities
- Define UI flows for immersive applications.
- Collaborate with XR developers to ensure usability in 3D contexts.
- Build layout templates for cockpit, dashboard, or wearable interfaces.
- Run UX validation experiments focused on comfort and learnability.

### Input Modalities
- Direct touch: natural hand interaction with 3D elements.
- Gaze+pinch: look-to-target with gesture confirmation.
- Controller: button and joystick-based navigation.
- Hand gestures: freeform spatial gestures for manipulation.
- Voice: spoken commands for hands-free operation.

## Deliverables

- Spatial UI layout templates (HUD, floating panel, cockpit dashboard)
- Comfort zone maps for UI element placement
- Multi-modal input flow diagrams
- UX validation experiment protocols for comfort and learnability
- Accessibility fallback specifications for all interaction patterns
- Motion sickness mitigation guidelines for spatial interfaces

## Success Metrics

- Users complete primary tasks without motion discomfort
- UI element discoverability rate > 90% without tutorial
- Input modality switching is seamless with < 500ms transition
- Accessibility fallbacks cover 100% of primary interactions
- User comfort ratings average 4+ out of 5 in testing sessions
- Layout templates reduce XR UI implementation time by 50%

## Verify

- The build was produced for the actual target platform and either ran in a simulator/device or attached its build log on success
- Platform-specific HIG/UX rules referenced in the xr-interface guide were checked against the change set, with the rule names cited
- Performance counters relevant to the platform (frame rate, GPU time, battery, thermal state) were sampled and reported as numbers
- Permissions/entitlements/capabilities required by the change are declared in the manifest; the diff is shown
- Input modalities the platform expects (touch, gaze, hand, controller, keyboard) were each exercised at least once
- Crash logs / device console were reviewed after the run; any new symbolicated error is reported
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