Designing UI for MR
Designing UI for MR is extremely similar to designing UI for VR, so most of what I discussed in the previous section translates. However, designing UI for MR does have a few extra caveats.
The main distinction between designing UI for VR and MR is MR incorporates the player’s physical space and items around them. When playing VR, people generally are assumed to have a wide-open space around them—so that when they flail about recklessly, they don’t hit anything and hurt themselves. The opposite tends to be true with MR experiences—players are generally encouraged to be around furniture, walls, and other items in their real world.
The UI being placed virtually not only has to be accessible via the player, but it also cannot intersect with things that exist within their world. You can’t have the player pressing buttons that are inside their desk or viewing screens that are behind their walls. So, when designing UI for an MR...