/ Spatial computing
Spatial Computing UX Research and Design
Defining practical UX considerations for managing multiple applications in spatial computing environments
Public-facing article and prototype materials created to share findings from the spatial computing UX research.
As part of a Master's capstone project in Human Centered Design & Engineering, our team investigated how people might manage multiple applications in spatial computing environments where established interaction patterns were still emerging.
The project turned a broad interaction problem into a set of research-backed design considerations for finding, opening, hiding, quitting, and switching between applications in AR, VR, and future XR systems.
The work included research into established computing interaction models, evaluation of principles such as Fitts's Law, a survey of interaction patterns across multiple AR and VR environments, expert interviews, collaborative design, streamed video calls showing live headset output, recorded prototype videos, a Medium article, and a YouTube video sharing the work with the broader spatial computing community.
Project details
- Context
- Master's capstone project
- Field
- Spatial computing, AR, VR, XR
- Focus
- Multi-application management, interaction design, research
- Methods
- Interaction model research, AR and VR interface survey, expert interviews, literature review, streamed remote headset walkthroughs, recorded video prototypes, collaborative sketching
- Role
- UX researcher, interaction designer, creative lead
/ 01
Challenge
Spatial computing introduces application-management problems that traditional desktop and mobile models do not fully address.
In three-dimensional environments, applications can compete for attention, occupy shared space, obscure one another, or remain active without being immediately visible. The challenge was to understand which interaction patterns could help users manage that complexity without simply recreating desktop conventions in a new medium.
Part of that challenge was determining which established principles from desktop, mobile, and human-computer interaction still applied in spatial environments, which needed to be adapted, and where entirely different interaction models might be necessary.
The project explored how to:
- Find applications.
- Open and close applications.
- Hide or reveal applications.
- Switch between active and latent experiences.
- Avoid clutter, occlusion, and interaction overload.
- Support users across different levels of spatial computing experience.
- Identify which established interaction principles could transfer into three-dimensional interfaces.
- The research approach also had to change when COVID-19 made planned in-person VR testing impractical.
Spatial interaction examples helped us evaluate how users might select, point, and manage objects across real and virtual environments.
/ 02
Role
I contributed across research, design, prototyping, and public communication.
My work included:
- Researching established computing interaction models and evaluating how they might apply to spatial computing.
- Examining interaction principles such as Fitts's Law in the context of three-dimensional interfaces.
- Surveying interaction patterns across a wide range of AR and VR environments.
- Participating in industry and expert interviews.
- Reviewing AR and VR interfaces and interaction patterns.
- Sketching and refining potential interaction models.
- Leading design of the VR prototype.
- Creating prototype scenes, images, videos, voiceover, and edited public-facing materials.
- Demonstrating prototype interactions remotely by streaming live headset video during video calls.
- Contributing to the Medium post and YouTube video.
- Helping translate research findings into clear design guidance.
/ 03
Approach
Researched interaction models and established principles
Before defining new spatial interactions, we looked at existing models from desktop, mobile, human-computer interaction, and related interface research to understand which principles might still apply in three-dimensional environments.
This included examining established interaction rules such as Fitts's Law and considering how factors like target size, distance, movement, visibility, and physical effort might change when interaction moves away from a flat screen and into physical space.
The goal was not to assume that familiar interface rules would transfer directly. We used them as a framework for identifying which principles remained useful, which needed reinterpretation, and where spatial computing introduced different constraints.
Surveyed existing AR and VR environments
We conducted a broad review of existing spatial computing environments across multiple AR and VR platforms.
We gathered screenshots, notes, interaction examples, and observations to compare how different systems handled application management, object selection, menus, navigation, positioning, visibility, and other spatial behaviors.
This helped us identify recurring patterns, inconsistencies between platforms, and areas where the industry had not yet converged on a clear interaction model.
Interviewed subject matter experts
We interviewed people working in AR and VR to understand current challenges, likely platform directions, and unresolved UX problems.
These conversations helped ground the work in real technical and interaction constraints rather than treating spatial computing as a purely speculative design space.
Adapted the research approach for remote testing
The original plan involved in-person testing of interactive VR prototypes. When COVID-19 made that impractical, we redesigned the research approach rather than abandoning prototype evaluation.
We used video calls to stream the live video output from the headset while I interacted with the prototype in real time. Participants could watch the spatial experience unfold on screen, ask questions, and react to proposed interactions without needing to be physically present or use the headset themselves.
We also created recorded prototype videos with voiceover so concepts could be reviewed asynchronously by people who were not available for live sessions.
This approach preserved enough spatial and interaction context to continue discussing and evaluating the concepts remotely, while also making the work accessible to participants without direct access to VR hardware.
The project was structured across research, ideation, expert feedback, prototyping, validation, and public documentation.
Explored physical and spatial interaction
We sketched interactions, discussed them as a team, and often acted them out physically.
This helped reveal which gestures or movements might feel natural, awkward, tiring, difficult to repeat, or hard to understand in a three-dimensional environment.
It also helped connect the earlier interaction-model research to the physical realities of using spatial interfaces rather than treating interaction principles as abstract rules.
Created live streamed and recorded VR prototype walkthroughs
I used tools including Microsoft Maquette and Unity to create prototype scenes that could be experienced, demonstrated, and recorded in VR.
During remote sessions, I streamed the headset's live video output through video calls while directly interacting with the prototype. This allowed participants to see proposed application-management behaviors in context rather than relying on static screens or verbal descriptions alone.
The live walkthroughs turned interactions that were difficult to explain into observable spatial behaviors. Participants could watch the prototype respond in real time, ask questions, and react to the interaction model as it was demonstrated.
Recorded video prototypes extended that work beyond scheduled sessions, making the concepts easier to review asynchronously and giving the team a reusable way to communicate spatial behavior.
VR prototype walkthroughs helped communicate application management concepts in context.
/ 04
Outcome
The project translated an emerging and loosely defined interaction problem into a clearer set of UX considerations for multi-application management in spatial computing.
By combining established interaction theory, a survey of existing AR and VR environments, expert interviews, collaborative design, and prototype walkthroughs, the team was able to evaluate the problem from both established HCI principles and the specific constraints of spatial interfaces.
The work identified recurring issues around application discovery, visibility, switching, spatial clutter, target selection, physical interaction, and the relationship between active and latent experiences. It also helped distinguish which familiar interaction principles could still provide useful guidance and where spatial computing required different assumptions.
The project also established a practical way to continue evaluating and communicating spatial interactions remotely when in-person headset testing was not available. Streamed video calls showing live headset output, combined with recorded prototypes, allowed proposed behaviors to be reviewed, discussed, and refined without requiring every participant to use the hardware directly.
The final work gave designers and technologists a concrete reference for thinking about application management in AR, VR, XR, and MR environments.
/ 05
Public outputs
To share the work beyond the research and review sessions, our team published a Medium article and produced a video overview of the project.
The Medium article summarized key considerations for designing XR multi-application management systems. The video explained the research process, prototype concepts, and proposed interaction patterns for people who were not part of the live remote sessions.
Together, the article and video turned the team's research and prototype work into reusable public guidance that could be understood outside the original capstone context.
The team published a Medium article summarizing key UX considerations for XR multi-application management.
Read the Medium article
6 things you should know if you are designing the UX of an XR multi-application management systemWatch the project video
What this work demonstrates
This work demonstrates the ability to investigate interaction problems before established patterns exist, connect established HCI principles to emerging technologies, and translate research into practical design guidance.
It also demonstrates broad competitive and pattern research across AR and VR environments, interaction design for uncertain technical spaces, adaptability in research planning, and the ability to communicate spatial behavior through prototypes rather than static screens alone.
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