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Immersive Experience Design
Nov 21, 2025

Ankit Gandhi
Digital information is no longer hidden behind screens thanks to Extended Reality (XR). It moves, breathes and coexists with the things around us. Designing for XR entails creating a space where the user becomes the focal point of a living space rather than a visitor on a flat page and where interaction is shaped by imagination. However, this independence also entails accountability; thoughtful planning, careful consideration and a profound comprehension of how people view their surroundings are all necessary for effective spatial design.
The fundamental UX principles that direct the development of significant spatial interfaces are examined in this blog. The purpose of these insights is to assist designers & developers in creating XR experiences that are emotionally compelling, safe and natural. These guidelines will be useful whether you work in AR, VR or MR.

Designing for XR differs greatly from designing for standard screens. The interface surrounds the user rather than standing in front of them in spatial environments. It reacts to their movements, responds to their body language and asks them to navigate using instincts rather than icons.
Imagine stepping into a room where information floats at various depths and where virtual objects share space with real furniture. Users make decisions based on proximity, comfort and perception instead of simple taps. This shift brings in the need for a new kind of design thinking.
When users enter an XR environment, they rely on clarity to understand what is possible. Spatial clutter can confuse them or break their sense of presence. Creating clarity means treating the environment as a canvas instead of a container.
Anchors help users form mental maps. When clear points of reference exist, users can move freely without feeling disoriented. A landmark object, a stable panel or a fixed horizon line can act as an anchor that reduces cognitive load.
An excessive number of layers or floating panels can make a scene appear crowded. Give users enough room between items so they can concentrate on what really matters. Similar to a story, 3D space requires distinct areas for each component to express its meaning without overpowering the others.
In MR and AR, we share responsibility with the user’s physical surroundings. Interfaces must adjust to lighting, surfaces and spatial limitations. A panel should not clip through a table or glow unnaturally in a dark room. Respecting the environment protects immersion.
“When XR feels intuitive, it feels invisible. The experience becomes a place instead of a product.”
The beauty of spatial interfaces lies in their ability to follow natural movement. Users bring expectations from the physical world; your design should meet them.
Interactions like reaching, pointing or rotating are deeply ingrained in daily life. When these actions translate smoothly in XR, the experience feels intuitive. If a virtual knob behaves like a real one, users understand it instantly.
People learn through cause and effect. Gravity, inertia and collision give digital objects weight and believability. When an object bounces or tilts realistically, users sense its presence. This subtle realism reinforces trust.
Highlighting, sound cues or gentle motion can tell users they are interacting successfully. Feedback reduces hesitation and increases confidence. In XR, silence can feel like malfunction; subtle feedback keeps the world alive.
Spatial interfaces give us infinite space, yet too much freedom can overwhelm the user. Organizing information across depth levels helps them understand priorities without effort.
Most users prefer content placed within a 30 to 40 degree cone in front of them. Constant head turning can cause fatigue. Place quick actions or primary content at natural eye level.
Information placed close to the user should invite direct action. Elements placed further away can provide context or act as references. This simple technique helps users understand what requires attention.
Doing a lot of things at once or following complicated instructions can make you tired. Give information in small steps. Put actions in an order that makes them feel like a guided journey instead of a challenge to do more than one thing at once.
Make sure that everyone can use it and is comfortable.
Comfort is non-negotiable in XR design. An uncomfortable experience pushes users away long before they appreciate your creativity.
Frequent interactions should sit near chest height at a distance of about 45 to 70 centimeters. Reaching too high or too far becomes tiring. Good ergonomics protect the user’s posture and energy.
Forced movement often causes VR sickness. Allow users to decide how they move or navigate. Smooth transitions and stable camera positions improve comfort.
Users with limited mobility can benefit from gaze input, voice commands, or simplified gestures. By ensuring that no one is excluded, inclusive design broadens the scope of XR experiences.
According to studies, when environments are not properly optimised, almost one in three new VR users feel motion discomfort. Comfort must come first for sustained engagement.
The magic of XR lies in presence, which is the instant a user forgets they are viewing a digital scene. The world needs to act consistently in order to remain present.
If shadows act strangely or objects feel oversized, the illusion collapses. XR worlds must match the laws of light and space that users know.
Do not place elements too close. Users feel more at ease when content appears at comfortable distances. Interfaces that invade personal space can feel stressful or uncanny.
Even small inconsistencies can break immersion. Animations, physics and object responses should follow predictable patterns.
Users trust designers to keep them safe. In immersive environments, they might not see furniture or walls behind them.
Soft outlines, haptic pulses or gentle sound cues can warn users as they approach real-world obstacles.
Sudden pop-ups or rapid motion can startle users. Smooth movements protect comfort and reduce anxiety.
A stable hub or menu space gives users a familiar place to return to if they feel overwhelmed.
Individuals may alternate between mobile screens, VR headsets, and AR glasses. Continuity in design guarantees that the entire experience feels consistent.
Even when the medium changes, labels, layouts, and interactions should feel familiar.
Some users sit while others stand. Some work in large rooms, while others move inside small studios. Interfaces must adapt gracefully.
Overly specialized actions limit scalability. Broadly intuitive gestures make your design more future-proof.
When spatial clarity, natural interaction and human comfort come together, XR becomes a medium that feels alive. As we continue shaping immersive worlds, our responsibility is to design for people first so technology feels like a companion instead of a barrier.