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All Lessons

Understand the full XR landscape - VR, AR, MR - and where designers fit in.

Understand the full XR landscape - VR, AR, MR - and where designers fit in.

Learn why spatial design is fundamentally different from screen-based design.

Learn why spatial design is fundamentally different from screen-based design.

Learn how humans perceive virtual space and what that means for comfort, presence, and interaction.

Learn how humans perceive virtual space and what that means for comfort, presence, and interaction.

Learn how to research XR users, map their journeys, and design for accessibility in spatial experiences.

Learn how to research XR users, map their journeys, and design for accessibility in spatial experiences.

Controllers, hand tracking, gaze, and voice. How input method shapes everything downstream.

Controllers, hand tracking, gaze, and voice. How input method shapes everything downstream.

Where your UI lives, inside the world or outside it, and what that means for immersion and usability.

Where your UI lives, inside the world or outside it, and what that means for immersion and usability.

How to size UI correctly for 3D using visual angle, distance, and platform comfort guidelines.

How to size UI correctly for 3D using visual angle, distance, and platform comfort guidelines.

Using depth, spatial grouping, motion, and body-locked elements to create hierarchy in space.

Using depth, spatial grouping, motion, and body-locked elements to create hierarchy in space.

How users move through virtual spaces without getting lost or feeling sick.

How users move through virtual spaces without getting lost or feeling sick.

Start with paper, storyboards, and sketches before touching any tool.

Start with paper, storyboards, and sketches before touching any tool.

Know which tool to reach for - Figma, ShapesXR, A-Frame, Gravity Sketch, Zapworks, Scenery.

Know which tool to reach for - Figma, ShapesXR, A-Frame, Gravity Sketch, Zapworks, Scenery.

Run usability tests on XR prototypes and measure presence, comfort, and task success.

Run usability tests on XR prototypes and measure presence, comfort, and task success.

Design spatial stories that work without a camera - directing attention through space.

Design spatial stories that work without a camera - directing attention through space.

Orchestrate visuals, spatial audio, and haptics into a coherent experiential whole.

Orchestrate visuals, spatial audio, and haptics into a coherent experiential whole.

Design multiplayer presence, avatars, and collaborative virtual environments.

Design multiplayer presence, avatars, and collaborative virtual environments.

Apply XR design to healthcare, education, and workforce training use cases.

Apply XR design to healthcare, education, and workforce training use cases.

Apply game design principles - flow, feedback loops, affordances - to XR experiences.

Apply game design principles - flow, feedback loops, affordances - to XR experiences.

Design AR product visualisation, virtual showrooms, and commerce experiences.

Design AR product visualisation, virtual showrooms, and commerce experiences.

Define a real problem, research it, generate concepts, and pitch your direction.

Define a real problem, research it, generate concepts, and pitch your direction.

Build and test your prototype with real users, then iterate on what you learn.

Build and test your prototype with real users, then iterate on what you learn.

Polish your prototype and document your process as a portfolio-ready case study.

Polish your prototype and document your process as a portfolio-ready case study.