Why Spatial Design Isn't Like Screen Design
Here's what trips up most designers moving into AR/VR: they try
applying flat-screen rules to three-dimensional spaces. It doesn't
work. When someone can look around in 360 degrees, you're not designing
a page anymore—you're designing an environment.
We focus on the fundamentals that actually matter. How do people
navigate when there's no obvious "forward"? What happens when they can
interact with objects using their hands instead of clicking? These
aren't abstract questions—they're the daily challenges our students
learn to solve.
- Building comfort zones in virtual spaces so users don't feel
disoriented
- Creating interaction patterns that work with natural human movement
- Testing designs with actual users wearing headsets, not just on
screens
- Understanding motion sickness triggers and how to avoid them