Designing for Google Cardboard A new dimension

A new dimension

Designing great user experiences in virtual reality is considerably different than designing for traditional 2D form factors. The best practices in this spec are based on evaluations of early virtual reality applications and prototypes created by the Google Cardboard design team. Informed by fundamental aspects of human perception and cognition, they will help you design applications for virtual reality on any platform.

As the design team continues to explore this domain, this guide will become a comprehensive resource to designing for virtual reality. This is an exciting era for interactive, visual, and motion graphics designers.

Avoiding simulator sickness Expand and collapse content An arrow that points down when collapsed and points up when expanded.

Virtual reality introduces a new set of physiological considerations for design. Like flight simulators used by pilots in training, virtual reality has the potential to present mismatches between physical and visual motion cues. This mismatch can produce nausea known as “simulator sickness,” when your eyes think you’re moving, but your body does not.

Understanding the physiological effects of virtual reality design, and following these guidelines, is critical to making your app a success and ensuring that users avoid simulator sickness.

Establishing familiarity Expand and collapse content An arrow that points down when collapsed and points up when expanded.

As a new medium, users may not be familiar with virtual reality interactions yet. Because the virtual reality canvas is infinite, guiding user focus and attention presents unique challenges not present in 2D applications. This spec will cover successful interactive patterns and how to avoid common design mistakes that confuse users with virtual reality interfaces.