VR/AR UX design. Immersive UX best practices
Designing for VR and AR means rethinking many of the rules of traditional app design.
13 May, 2025Virtual and augmented reality have moved from science fiction into real business applications. Headsets like Meta’s Quest and Apple’s Vision Pro show that immersive technology is pretty much becoming mainstream.
The key to success in this space isn’t just the hardware. It’s how intuitive and comfortable the user experience is. Designing for VR and AR means rethinking many of the rules of traditional app design.
Unlike a flat mobile screen, immersive experiences surround the user and engage their senses in three dimensions, bringing both exciting opportunities and new challenges. A well-designed immersive app can captivate customers or boost employee training effectiveness – but a poorly designed one can leave people dizzy, confused, or frustrated.
Our goal today is to help people like startup CEOs, product managers, and innovators (a.k.a. non-developers) understand how to create engaging and effective experiences in virtual and augmented reality. Let’s go!
Immersive UX in consumer applications
Designing immersive experiences for consumers means focusing on ease of use, enjoyment, and comfort. Doesn’t matter if it’s a VR game, an interactive entertainment app, a retail AR tool, or a social VR platform, the experience should feel natural and user-friendly from the first moment.
Unlike enterprise users who might tolerate complexity for a powerful tool, consumers expect immersive apps to be intuitive and fun.
VR gaming and entertainment
In VR games and entertainment, the mantra is to keep it comfortable and simple. A fully immersive VR title can place the user in fantastic worlds, but it must also guide them naturally through these environments.
One core best practice is minimizing friction in the interface.
Complex menus or clunky controls can overwhelm and break the sense of presence, so designers strive to simplify interactions wherever possible.
For example, many successful VR games use familiar gestures (like grabbing, pointing, or throwing motions) instead of abstract button presses. Incorporating such intuitive, real-world actions makes the virtual environment instantly more accessible.
Consistency is also important – using a coherent style guide of UI elements (colors, icons, tooltips) throughout the experience helps users feel at home in an otherwise alien virtual world.
In practice, this might mean keeping button symbols and hand controller mappings uniform across all menus and scenes, so the player isn’t forced to relearn controls mid-game.
Next is user comfort.
Its importance in virtual reality design for entertainment cannot be understated.
Poorly thought-out interactions can lead to physical discomfort or motion sickness, which will quickly turn users away. To avoid this, good VR interface design follows ergonomic principles at every turn.
For instance, interactive panels or text should be placed at a comfortable viewing distance – not so close that the user’s eyes strain. Designers have learned that a traditional heads-up display (HUD) floating in front of the face can feel like “walking around with a phone directly in front of your eyes,” causing fatigue.
Instead, the most important information should either be integrated into the virtual world or positioned a few meters away so it’s easy to focus on.
Movement.
Many apps use teleportation or short jumps for navigation rather than free-floating joystick movement because teleporting prevents the inner-ear disorientation that causes motion sickness.
If smooth locomotion is necessary (say, for an action game where the player walks), offering comfort options – like vignetting (narrowing the field of view during motion) or a fixed horizon line – can help a wider audience enjoy the game comfortably.
The bottom line is that immersive UX must never come at the cost of user well-being.
AR experiences for consumers
Augmented reality on the consumer side includes apps for shopping (like virtual furniture placement), interactive print media, location-based games, and more.
The best AR UX design builds on a key principle: context is king.
Since AR overlays digital content onto the real world, designers must consider the user’s environment and context at every step. In practice, this means an AR app should be acutely aware of where, when, and how it’s being used.
For example, an AR furniture shopping app like IKEA Place succeeds because it lets users see a true-to-scale couch in their actual living room, under real lighting conditions – it enhances the real environment instead of distracting from it.
To achieve this, the app follows a consistent style guide for rendering virtual objects with realistic lighting and shadows, so the furniture looks convincing and “anchored” in the room.
If the digital content doesn’t match the physical context (imagine a chair model that inexplicably hovers or has off colors in your room), users will lose trust quickly. Therefore, effective AR design uses realistic and consistent visuals to blend the virtual with the real.
Similarly, AR designers think about environmental factors: is the user outdoors in bright sunlight (where phone AR graphics might wash out)? Are they in a noisy area (where audio cues might be missed)? By planning for these variables, the experience remains smooth and useful. In short, a great AR app feels like a natural extension of the user’s world, not an intrusion.
Another best practice for consumer AR is to only use AR where it truly adds value.
There’s a temptation to add flashy AR features to apps as a novelty, but users will quickly abandon an experience that feels like a gimmick. Industry experts caution that AR is not a magic bullet for every problem – you need a clear justification for incorporating AR into a product. Successful consumer AR apps identify a specific pain point or desire that AR uniquely addresses.
For instance, the game Pokémon Go famously uses AR to superimpose creatures into the real world, which made catching them more exciting and social. But even Pokémon Go kept the AR optional during gameplay (users could turn it off to save battery or simplify catching).
The lesson is to spotlight the overall experience and ensure the AR elements serve that experience, not the other way around.
Immersive UX in enterprise applications
Beyond games and entertainment, VR and AR are transforming how businesses train employees, educate students, provide healthcare, and collaborate on design.
In enterprise applications, usability and effectiveness are the top priorities – the experience must achieve real-world goals like learning outcomes or productivity gains.
However, enterprise users may not be tech enthusiasts, so the UX still needs to be approachable.
Learning and training
One of the most proven uses of VR/AR is in education and skills training.
Research has consistently shown that well-designed immersive training can yield better outcomes than traditional methods. For example, studies find that students or employees trained in VR often learn faster and retain information longer than those in a classroom setting.
This is a huge incentive for businesses and schools to adopt VR – but those gains only happen if the UX is designed for learning.
What do you do then?
First, keep the interface focused on the learning task. In a VR training simulation, the user should be 100% focused on the scenario, not fiddling with settings or wondering what to do next. That means the design should minimize unnecessary UI elements and guide the user step by step.
The UX should replicate the real task environment as closely as possible, so skills transfer directly – if a physical task requires pressing a button with your left hand, the VR should do the same, not have the user press a keyboard key.
Another important design principle for education and enterprise is to provide clear feedback and performance tracking. In a game, a user might be fine with trial and error, but in training, users and organizations want to know how well they’re doing.
Immersive apps often incorporate scoring, progress bars, or competency dashboards as part of the experience. The challenge is to do this in an unobtrusive way.
A good approach is to integrate feedback into the scenario. The goal is to leverage immersion to make learning engaging, but also to ensure the user reaches the learning objectives. Well-designed educational XR experiences do this by reinforcing correct actions, correcting mistakes in context, and adapting to the learner’s pace.
Enterprise and education UX must also accommodate a wide range of users.
Not everyone in a company or classroom is tech-savvy or a gamer. So the onboarding needs extra attention: the first-time experience should be extremely clear, perhaps even with a non-immersive tutorial. The interface should avoid gaming jargon and use the simplest possible interactions.
Once learned, these interactions should remain consistent throughout the application. Consistency cannot be overstated – if the menu appears as a floating tablet at the start of a VR training, then any time the user needs to access settings or help, that same tablet metaphor should be used.
Healthcare and wellness
In healthcare and wellness applications of VR/AR, user experience can literally impact someone’s well-being.
For medical training, realism is the goal. A surgery simulation should have accurate anatomy and respond to the user’s actions in believable ways. But for patient-facing apps, simplicity is often more important than realism.
For example, a physical therapy VR exercise program for rehabilitation might use very minimal visuals – perhaps just some guided arrows showing how to move your arm – to avoid overstimulating someone who’s in pain or recovering. The immersive UX principle here is to adjust the intensity of the experience to the user’s state.
For AR in clinical settings, like the use of HoloLens 2 by surgeons or nurses, information design is the top priority. AR can overlay patient data (vital signs, scan images, etc.) in the clinician’s field of view. The UX challenge is to show what’s needed clearly without clutter.
Best practices here include using simple, high-contrast graphics and positioning data in a consistent location.
Microsoft’s guidelines for HoloLens apps, for instance, suggest keeping text and UI elements within the user’s central view and not at the extreme edges of the glasses, since looking too far up/down can be uncomfortable over long periods.
Also, any critical alert (like a patient’s heart rate dropping) should be unmistakable – perhaps flashing or an audio alert – and yet, the system should avoid false alarms or distracting pop-ups. In life-critical tasks, the UX must be almost invisible: doctors often say they don’t want to fiddle with tech during a procedure.
So, designers use techniques like hands-free voice commands (“show next MRI image”) or foot pedal controls in AR systems so that the user can access functions without breaking sterile technique or flow.
Ultimately, designing for healthcare and wellness means balancing technical sophistication with human-centric design.
The most advanced AR visualization is useless if it confuses the doctor or overwhelms the patient. Successful products in this arena, therefore, go through extensive user testing with medical professionals and patients, refining the interface until it’s almost forgettable – allowing users to focus on healing, learning, or assisting others.
Conclusion
Immersive technology is moving fast, but the human fundamentals of UX remain the same - always design around the user’s needs and comfort.
For startup founders and business leaders, investing in good UX design for immersive apps is not a luxury – it’s the difference between a product that delights and one that disappoints.
In the end, you need to make the technology serve the user, not the other way around.
Immersive tech is at its best when it melts away, and users are just having a great experience or accomplishing a task more easily than before.
If you focus on comfort, clarity, consistency, and context, your VR/AR application can achieve that magic.