- XR
- Vocabulary
- Getting started
The keywords of XR: your guide to starting out with confidence
FOV, presence, play area: the vocabulary of XR explained simply, so you can follow the conversation and choose your tools.
Read the article
FOV, presence, play area: the vocabulary of XR explained simply, so you can follow the conversation and choose your tools.
Read the article
The XR designer’s essential toolkit in 2025: your starter guideXRToolsGetting startedThe XR designer’s essential toolkit in 2025: your starter guideFigma, Miro, 3D engines: the tools worth knowing when you start designing for XR, and what each one actually brings.
A checklist for designing an XR experience: the steps you cannot skipXRMethodAccessibilityA checklist for designing an XR experience: the steps you cannot skipUnderstanding your users, making the experience accessible, defining its architecture: the steps not to skip, in order.
From UX-UI designer to XR designer: transferable skills, and the new ones to learnXRUXCareer changeFrom UX-UI designer to XR designer: transferable skills, and the new ones to learnEmpathy, visual hierarchy, user journeys: what you already know still holds. A look at the transferable skills and the ones to pick up.
XR ethics through pop culture: when fiction prepares us for tomorrow’s questionsXREthicsPop cultureXR ethics through pop culture: when fiction prepares us for tomorrow’s questionsThe Matrix, Black Mirror: fiction asks the ethical questions of immersion before we do. Autonomy, consent, and what that means for design.
UX in XR: why the more intuitive it is, the more immersive it feelsXRUXImmersive designUX in XR: why the more intuitive it is, the more immersive it feelsIn XR, the click gives way to the gesture. Why building on behaviours people already have lowers mental load and deepens immersion.
Figma, Miro, 3D engines: the tools worth knowing when you start designing for XR, and what each one actually brings.

Understanding your users, making the experience accessible, defining its architecture: the steps not to skip, in order.

Empathy, visual hierarchy, user journeys: what you already know still holds. A look at the transferable skills and the ones to pick up.

The Matrix, Black Mirror: fiction asks the ethical questions of immersion before we do. Autonomy, consent, and what that means for design.

In XR, the click gives way to the gesture. Why building on behaviours people already have lowers mental load and deepens immersion.

Put the user at the centre, create spatial landmarks, make interaction feel natural: five rules to know before designing your first experience.
FeaturedFOV, presence, play area: the vocabulary of XR explained simply, so you can follow the conversation and choose your tools.
FeaturedFrom Milgram’s continuum in 1994 to the three-dimensional framework of 2021: what thirty years of research actually change in the way you design an immersive experience.
FeaturedAR, VR, MR: one umbrella term and a lot of confusion. A concrete tour of the immersive technologies, what each one really allows, and when to choose it.