

- Throwing stuff
- Examining small objects
- Interacting with characters that can move freely in the space around you
- Giving an object to another character
- Building/customizing an object out of pieces
- Getting up close to objects in 6-DOF (six degrees of freedom) space
- Designing small, polished surprises (gestures that cause an effect, easter egg character interactions, etc.)

- Attaching stuff to your face (heads up displays, subtitles in VR)
- Flying objects too close to your face, particularly near your eyes
- Facing gameplay objects/characters away from you
- Placing and rearranging tiny pieces
- Anything that requires a high degree of fine motor skill



Drawing from development experiences on legacy platforms like the Oculus Rift, HTC Vive, Google Daydream, and Project Tango, Abraham outlines foundational design rules for spatial computing. The article emphasizes that developers must lean into hardware constraints rather than fighting them, noting that simple multi-platform ports often require complete mechanical overhauls. Using Water Bears VR as a prime case study, she illustrates how abstract 2D interface design had to be completely reimagined into a grounded 3D island environment to maintain player comfort. The text details specific spatial mechanics that naturally succeed in six degrees of freedom (6-DOF)—such as object throwing and close-up examination—while warning against sensory hazards like attaching user interfaces to a user's face or demanding extreme fine motor skills. Ultimately, the post dictates a development loop focused on safe player exploration, exaggerated sensory cues to direct player attention, and diverse demographic playtesting.
- Pre-production experimentation
- Spatial User Interfaces (UI)
- 6-DOF (Six Degrees of Freedom) space
- R&D prototyping methodology
- Water Bears VR
- LEGO BrickHeadz Builder VR
- HoloLAB Champions
- Motion sickness mitigation
- tactile fine motor skill limitations
- optical fatigue from text
- field of view constraints
- Multi-sensory guidance
- audio-visual juxtaposition
- non-player character (NPC) body language vectors
- Q: Why was a straight digital port of Water Bears from iPad to the HTC Vive rejected?
- A: In the original iPad game, puzzles floated against an abstract, empty background. The development team realized that placing a player in a virtual nether-space with no visible floor beneath their feet would feel disorienting and induce anxiety. To fix this, they engineered a physical island environment to ground the player's spatial orientation.
- Q: What are "6-DOF space" affordances, and which mechanics take best advantage of them?
- A: Six Degrees of Freedom (6-DOF) allows tracking of both positional movement (X, Y, Z translation) and rotational movement (pitch, yaw, roll). According to the blog, mechanics that naturally exploit this space include: Physically throwing objects. Bringing small, highly polished models close to the eyes for micro-examination. Passing virtual objects back and forth between the player and fluidly moving AI characters.
- Q: Why does the author heavily warn against attaching HUDs or text subtitles to a player's face in VR?
- A: Fixed-position heads-up displays (HUDs) or text blocks that track perfectly with head movements break immersion and cause severe eye strain. In VR, human eyes struggle to decode text or graphics locked too close to the face because it forces the eyes to fight natural depth focusing, leading to optical fatigue within a few sentences.
- Q: How do "Previews" protect a player from descending into what the author calls "understandable rage"?
- A: Because VR lacks real-world physical boundaries, players can easily drop objects or misalign puzzle pieces. Previews—such as highlighting an object being targeted or showing a holographic ghost layout of exactly where a piece will snap before it is released—eliminate guesswork and prevent accidental progress wipes.
- Q: Why must a developer "double" their intended methods for capturing a player's focus in a spatial lab environment?
- A: Unlike flat screens where the director controls the camera frame, a VR user can look anywhere in a 360-degree sphere. If a critical sequence occurs behind them, they will completely miss it. Designers must layer visual flashes, audio cues, and even have non-player characters physically point toward the target to successfully guide human sightlines.
- Q: What unique hardware hack did the R&D team implement to audit mobile VR playtesting?
- A: To eliminate the ineffective "tell me what you see" interview method during testing on enclosed systems like the Google Daydream, the team physically mounted a tiny spy camera inside the facial cavity of the headset. This let researchers simultaneously monitor both the digital mirror view and the physical micro-expressions or eye movements of the user.


