Week 5 Lecture Notes: Gesture, Locomotion & Spatial UI
Virtual, Augmented and Spatial Computing
1 Overview
Week 5 builds on the input fundamentals from Week 4 to address three interconnected design challenges: gesture vocabularies, locomotion comfort, and spatial UI design. These are the areas where XR design diverges most sharply from conventional UX practice.
2 1. Gesture Design
2.1 1.1 Principles of Good Gesture Design
Gesture design in XR is constrained by both the capabilities of tracking systems and the ergonomics of the human hand. A gesture vocabulary should be:
Distinct: Each gesture should be clearly different from others in the vocabulary, and from natural resting hand positions. Ambiguous gestures cause false positives.
Comfortable: Gestures that require sustained tension (e.g., holding a spread-finger pose) cause rapid fatigue. Prefer gestures that can be performed and released quickly.
Discoverable: Users should be able to find gestures through exploration or minimal instruction. Gestures that require memorisation of a specific hand shape are problematic for casual users.
Reversible: Every gesture should have a clear cancel or undo path. Users need to feel safe experimenting.
2.2 1.2 Standard Gesture Vocabulary
Most XR platforms have converged on a small set of standard gestures:
| Gesture | Trigger | Common Use |
|---|---|---|
| Index pinch | Index + thumb contact | Primary select |
| Middle pinch | Middle + thumb contact | Secondary action |
| Open palm | All fingers extended | Cancel / stop |
| Point | Index extended, others curled | Navigate / indicate |
| Two-hand pinch-spread | Both hands pinch then separate | Scale |
| Two-hand rotate | Both hands pinch and rotate | Rotate object |
2.3 1.3 Custom Gesture Recognition
For custom gestures beyond the standard vocabulary, Unity’s XR Hands package provides a pose detection system. Key considerations:
- Define poses using joint angle thresholds, not absolute positions
- Test across multiple hand sizes (children, large hands, small hands)
- Provide visual coaching for non-standard gestures
- Log false positive rates during testing
3 2. Locomotion
3.1 2.1 The Vestibular Conflict
Simulator sickness (cybersickness) occurs when visual motion signals conflict with vestibular (inner ear) signals. The vestibular system detects: - Linear acceleration - Rotational acceleration - Gravity direction
When the visual system shows movement that the vestibular system does not detect, the brain interprets this as potential poisoning (an evolutionary response) and triggers nausea.
Key insight: It is not speed that causes sickness — it is acceleration. Constant velocity movement is less sickening than acceleration/deceleration.
3.2 2.2 Locomotion Techniques in Detail
3.2.1 Teleportation
The most comfortable locomotion technique. The user points to a destination and is instantly transported. The visual discontinuity is handled by a brief fade or blink.
Design details: - Arc trajectory indicator (parabolic, not straight) feels more natural - Colour-code valid (green) and invalid (red) landing zones - Allow user to set facing direction before confirming - Fade duration: 100–200ms (shorter = less disorienting)
3.2.2 Smooth Locomotion
Continuous movement via thumbstick. High immersion, higher sickness risk.
Comfort mitigations: - Vignette: Dynamically narrow the FOV during movement. Reduces peripheral motion that triggers sickness. - Speed cap: 2–3 m/s maximum for general audiences - Snap turning: 30° or 45° increments instead of smooth rotation. Eliminates rotational vestibular conflict. - Acceleration curve: Ease in/out rather than instant full speed
3.2.3 Room-Scale
Physical walking within the tracked play area. Most comfortable and immersive, but limited to the physical space available. Quest 2/3 Guardian system defines the safe zone.
3.2.4 Arm-Swinging
User swings arms as if walking; system translates this into forward movement. More comfortable than thumbstick because it involves physical movement that partially matches the visual signal.
3.3 2.3 Comfort Settings Best Practice
Always provide a comfort settings menu with at minimum: - Locomotion type toggle (teleport / smooth) - Vignette on/off - Snap turn angle (15°, 30°, 45°, 60°) - Movement speed slider
4 3. Spatial UI Design
4.1 3.1 Why Flat UI Fails in XR
Traditional 2D UI (panels, windows, HUDs) creates several problems in XR:
Vergence-accommodation conflict: If a UI panel is rendered at a fixed virtual distance (e.g., 2m) but the user’s eyes converge on a real object at 0.5m, the mismatch causes eye strain.
Depth inconsistency: A flat panel floating in 3D space looks artificial and breaks immersion.
Head-locked discomfort: UI that moves exactly with the head (like a traditional HUD) is uncomfortable — the eye cannot rest because the target never stops moving.
4.2 3.2 UI Attachment Strategies
World-locked UI: Attached to a fixed position in the scene. The user must move or look to interact with it. Best for environmental information (signs, labels, control panels).
Body-locked UI (with lag): Follows the user but with a slight delay and damping. Feels more natural than head-locked. The wrist menu is the canonical example.
Head-locked UI: Moves exactly with the head. Use sparingly — only for critical persistent information (e.g., a small battery indicator in the corner).
4.3 3.3 Diegetic UI Design
Diegetic UI exists within the world of the experience. It is the gold standard for immersive VR because it: - Eliminates vergence-accommodation conflict (rendered at world depth) - Maintains immersion - Provides spatial context
Examples: - Health displayed as a glowing bar on the character’s chest armour - Inventory shown as a physical backpack the user opens - Settings accessed via a physical control panel in the environment - Notifications displayed as floating text attached to world objects
5 4. Accessibility
XR accessibility is an emerging but critical area. Key considerations:
5.1 4.1 Physical Accessibility
- Seated mode: All interactions must be reachable from a seated position. Test with a chair.
- One-handed mode: Full functionality with one controller/hand. Map all critical actions to single-hand input.
- Reduced motion mode: Disable smooth locomotion, limit visual effects.
5.2 4.2 Perceptual Accessibility
- Text size: Minimum 24pt at 1m viewing distance (approximately 2.4° visual angle)
- Colour contrast: WCAG AA minimum (4.5:1 ratio). Never use colour as the only differentiator.
- Audio captions: Provide text alternatives for all audio cues.
5.3 4.3 Cognitive Accessibility
- Consistent interaction patterns: Don’t change how things work between scenes
- Undo support: Allow reversal of actions
- Time limits: Avoid timed interactions; if unavoidable, allow extension
6 Self-Check Questions
- What is the vestibular conflict and why does it cause simulator sickness?
- Why is teleportation more comfortable than smooth locomotion?
- What is the difference between diegetic and non-diegetic UI?
- Describe the wrist menu pattern and explain why it works well in VR.
- Name three accessibility considerations for XR interaction design.
7 References
- Jerald, J. (2015) The VR Book: Human-Centered Design for Virtual Reality. ACM Books.
- Bowman, D.A. et al. (2004) 3D User Interfaces: Theory and Practice. Pearson.
- Oculus Design Guidelines: developer.oculus.com/design
- Microsoft Mixed Reality Design: learn.microsoft.com/windows/mixed-reality/design
- XR Access Initiative: xraccess.org
- Kemeny, A. et al. (2020) “Getting over motion sickness.” Communications of the ACM, 63(5), 91–97.