Contents Design principles Make interactions physical Use poses sparingly Provide extra feedback Design for comfort Design for the interaction zone Design to avoid occlusion Design considerations Considerations when designing for hand tracking User needs and context Direct and distance interaction Use of virtual objects Use of UI panels Locomotion method User help and hints Virtual hands design Virtual hands Hand representation in VR Track arms Hand sizing Recommended styles Interaction zone & tracking loss Disappearing hands: Default Freezing the hands in place Fading hands out Getting Started Related Resources: Tutorials hints and help General tips for introducing interactions: Simple hints Pose tutorial Component tutorial Character tutorial Help panel Related Resources Back to top