The Design of Virtual and Augmented Reality
  • 😄Introduction
    • 🔠Terminology
    • ⁉️Answering Common Questions
  • Background on Existing Design Best Practices
    • 🧩Content Creation: Designing an Experience
    • 🧑‍🤝‍🧑User Experience Design: Designing for People
    • 🏨Environmental Design: Designing for Space
  • The Foundations of VR and AR
    • Immersion, Presence, and Engagement
    • Designing for Human Embodiment
    • Designing for Human Perception
    • Designing for Accessibility
  • Designing for the Medium
    • Challenges of VR Technology
    • Challenges of AR Technology
      • AR Mobile Design
  • An Introduction to Spatial Design
    • Ergonomics of People and Places
    • Input Method
      • Controllers & Other Peripherals
      • Hand Tracking
      • Head Pose and Gaze
      • Voice and Dictation
    • Interface Layout and Location
      • Types of Interfaces and Visual Design
      • Interface Elements and Behaviors
      • Error Prevention
    • Interaction Design
      • Button States and Object Manipulation
      • Uncanny Valley of Interaction Design
  • By Definition, Doing Too Much
    • Multiple Inputs, Platforms, Locations, and People?
    • How To Figure Out What's Not Working
  • Afterword
    • 🌅A Call to the Past and Towards the Future
  • A Ridiculous Repository of Resources and References
    • 🗃️Guides and Frameworks
    • 📺Video Presentations and Essays
    • ✏️Blogs and Articles
    • 📚Books
    • 📑Published Research
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  • Hardware Accessories
  • The Degrees of Freedom Debate
  1. An Introduction to Spatial Design
  2. Input Method

Controllers & Other Peripherals

PreviousInput MethodNextHand Tracking

Last updated 2 years ago

For specifically how to design with controllers and other peripherals, please also look in the section. For how to align input with interfaces, follow up with the as well as the sections.

Hardware Accessories

I'm definitely not going to go into all the different types of hardware accessories, because practically anything that's bluetooth compatible can be considered a controller. Now, in the times before the "tracked / 6DoF" controller we know and love today, there were aplenty of "3DoF" controllers and there still are to this day a couple of physical keyboards being integrated into VR/AR pipelines.

The Degrees of Freedom Debate

The tracked motion controllers that often exist today as a part of VR hardware are those with 6 degrees of freedom (6DoF) with both rotational and positional tracking. 6DoF allows us to reach forward, behind our backs, move our hands across our body or close to our face.

Click for fun aside

One of my absolute favorite parts about when you read old (not even that old, just a few of years!) documents on 6dof controllers you get a sense of just HOW BELOVED they were. As of July 2022, Oculus' developer portal (in comparison to 3Dof) still says, "Touch controllers give you access to hands in VR, not just implements that you can hold, but actual hands. When done properly, virtual hands let you interact with the virtual world intuitively; after all, you already know how to use your hands."

...I don't necessarily agree. But they also have an entire other section about hand tracking, more on that later.

Controllers with 3 degrees of freedom (3DoF) are limited to rotational tracking. These controllers were integral to hardware like that of and . 3DoF controllers have no positional tracking, but worked well as a pointing device for when 6DoF wasn't wildly available. Any rotation input is better than none! (Or is it?)

Non-tracked controllers have no positional or rotational tracking. One would think that by process of elimination, non-tracked controllers would be the worst option for VR/AR content. However, I believe for the time being it is the current best solution for efficiently typing a decent WPM (words per minute) in headsets.

One of my favorite parts about controllers as an input is that they're a solid peice of hardware. This may seem like a step backwards (as most of VR is trying to outgrow games), but hardware provides an anchor point of knowledge for the everyday user. An advantage of motion controllers over hand tracking or head pose is that the controllers have a precise position in space, allowing for fine grained interaction with digital objects. This type of fine "microinteraction" control can't be seen yet in other inputs because of tracking issues, hardware limitations, and a lack of user familiarity on embodied interactions.

Interaction Design
Interface Elements and Behaviors
Button States and Object Manipulation
Google Daydream
Samsung Gear VR
Link:
https://developer.magicleap.com/en-us/learn/guides/design-essentials