Course overview

How to Design Augmented & Virtual Experiences

41 modules
166 lessons
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Part 1

Course Setup and the Incremental Ladder

  1. Course Setup and the Incremental LadderSign in

  2. Why "Frames to Realities"Sign in

  3. How to Use This CourseSign in

  4. The Incremental Ladder (Step 0 to Step 7)Sign in

  5. The Course LensesSign in

  6. Diagram Legend and Notation TypesSign in

Part 2

What Is an AR/VR/XR Experience?

  1. What Is an AR/VR/XR Experience?Sign in

  2. Definitions and BoundariesSign in

  3. XR as Real-Time Embodied SimulationSign in

  4. The Triangle - Hardware, Engine, ContentSign in

Part 3

3D Graphics and Coordinate Spaces Recap

  1. 3D Graphics and Coordinate Spaces RecapSign in

  2. Transforms as ContractsSign in

  3. Space TaxonomySign in

  4. Cameras and ProjectionsSign in

Part 4

Human Perception, Depth Cues, and Presence

  1. Human Perception, Depth Cues, and PresenceSign in

  2. Depth Cues and Cue ConsistencySign in

  3. Motion Parallax, Field of View, and Frame RateSign in

  4. Presence, Embodiment, and CoherenceSign in

Part 5

XR System Building Blocks

  1. XR System Building BlocksSign in

  2. Displays, Optics, and Tracking RigsSign in

  3. Runtime Responsibilities, Scene Graphs, and Spatial UISign in

  4. End-to-End Dataflows as a Coupled PipelineSign in

Part 6

Diagramming AR/VR Systems

  1. Diagramming AR/VR SystemsSign in

  2. Coordinate Frame DiagramsSign in

  3. Rendering Pipeline DiagramsSign in

  4. Interaction Flow DiagramsSign in

Part 7

Classic 3D Rendering Pipelines

  1. Classic 3D Rendering PipelinesSign in

  2. Geometry to PixelsSign in

  3. Scene Graphs and CullingSign in

  4. Frame Timing BasicsSign in

Part 8

Camera Control and Input in 3D

  1. Camera Control and Input in 3DSign in

  2. Camera Rigs on Flat ScreenSign in

  3. Polling vs EventsSign in

  4. Comfort-Adjacent ControlsSign in

Part 9

Stereo Vision and Binocular Rendering

  1. Stereo Vision and Binocular RenderingSign in

  2. Left/Right Eye ViewsSign in

  3. Convergence vs AccommodationSign in

  4. Stereo Failure ModesSign in

Part 10

HMD Hardware, Optics, and Comfort

  1. HMD Hardware, Optics, and ComfortSign in

  2. Optics ArtifactsSign in

  3. FOV and Resolution ConstraintsSign in

  4. Physical Comfort and the Wearable BoundarySign in

Part 11

Presence, Embodiment, and Simulator Sickness

  1. Presence, Embodiment, and Simulator SicknessSign in

  2. Presence Factors: Visual, Audio, Haptics, Agency, and Why Coherence Matters More Than FidelitySign in

  3. Sickness Causes: Sensory Mismatch, Latency, Acceleration Cues, and How Design Choices Amplify or Reduce ThemSign in

  4. Designing for Comfort Early: Principles That Prevent Expensive Rework Once Content ScalesSign in

Part 12

Tracking Fundamentals: 3DoF, 6DoF, and Fusion

  1. Tracking Fundamentals: 3DoF, 6DoF, and FusionSign in

  2. Orientation vs Position: What 3DoF and 6DoF Enable, and What Breaks When Either Is MissingSign in

  3. IMUs and Drift: Noise, Bias, Drift and Why Raw Sensor Truth Is Not Stable Enough for PresenceSign in

  4. Fusion and Prediction Concepts: High-Level Fusion, Prediction Windows, and Why Timing Matters as Much as AccuracySign in

Part 13

Inside-Out vs Outside-In Tracking

  1. Inside-Out vs Outside-In TrackingSign in

  2. Tracking Architectures: Headset Cameras vs External Base Stations and the Failure Modes Each IntroducesSign in

  3. Occlusion and Tracking Volume: How Real-World Geometry Becomes an Input ConstraintSign in

  4. Trade-offs and Product Fit: Setup Friction, Cost, Robustness, and Designing Experiences Around Tracking RealitySign in

Part 14

Coordinate Spaces in XR

  1. Coordinate Spaces in XRSign in

  2. Core Frames: Head, Eye, Hand, Controller, Room, World, Device and How They ComposeSign in

  3. Re-centering and Drift: Origin Management as a Product Feature, Not a Calibration FootnoteSign in

  4. Guardian and Boundaries: Safety Systems as Coordinate-Frame Products with UX ImplicationsSign in

Part 15

VR Rendering End-to-End

  1. VR Rendering End-to-EndSign in

  2. The VR Frame Timeline: Sample -> Predict -> Render -> PresentSign in

  3. Motion-to-Photon Budgets: Where Latency Comes From and What You Can Actually ImproveSign in

  4. Foveation as a Resource Strategy: Reallocating Quality to Protect ComfortSign in

Part 16

Distortion Correction, Reprojection, and Timewarp

  1. Distortion Correction, Reprojection, and TimewarpSign in

  2. Distortion and Pre-Warp: Lens Distortion Correction and Why Rendering Must Anticipate OpticsSign in

  3. Late Latching and Reprojection: Reducing Apparent Latency Without Changing Core Simulation TimeSign in

  4. Dropped Frames and Async Techniques: Timewarp/Spacewarp Concepts and Graceful DegradationSign in

Part 17

Spatial Audio and Haptics for Presence

  1. Spatial Audio and Haptics for PresenceSign in

  2. Spatial Audio Basics: HRTFs, Occlusion, Reverb and Why Audio Anchors PresenceSign in

  3. Event-to-Sound Mapping: Coupling Simulation Events to Sound Fields Without DisorientationSign in

  4. Haptics Patterns: Vibration and Wearable Haptics as Feedback Channels With Safety and Comfort ConstraintsSign in

Part 18

Optical vs Video See-Through AR

  1. Optical vs Video See-Through ARSign in

  2. Optical See-Through Constraints: Waveguides, Display Limitations, and What "Occlusion" Means When You Cannot Block PhotonsSign in

  3. Video Passthrough Trade-offs: Latency, Camera Artifacts, and Blending ConstraintsSign in

  4. Visual Integration Goals: Convincing Blend Versus Stylized Overlay and Choosing the Right ObjectiveSign in

Part 19

Camera Pose Estimation and SLAM

  1. Camera Pose Estimation and SLAMSign in

  2. VIO/SLAM Concepts: Pose Estimation as the Foundation for World-Locked ContentSign in

  3. Planes and Feature Points: What Is Detected, What Is Inferred, and What Remains UncertainSign in

  4. Anchors and Stability: Local Versus World Anchors and How Drift Surfaces as UX BugsSign in

Part 20

Occlusion, Lighting Estimation, and Visual Integration

  1. Occlusion, Lighting Estimation, and Visual IntegrationSign in

  2. Occlusion Techniques: Depth Sensing, Occlusion Masks, Depth-from-Motion, and Their Failure CasesSign in

  3. Lighting Estimation: Approximating Real Lighting So Virtual Objects "Sit" CorrectlySign in

  4. Style as Engineering: Realism Versus Stylization as a Robustness and Performance DecisionSign in

Part 21

Input Paradigms: Controllers, Hands, Gaze, Voice

  1. Input Paradigms: Controllers, Hands, Gaze, VoiceSign in

  2. Ray and Direct Manipulation: Selection/Manipulation Patterns and How Tracking Noise Changes UXSign in

  3. Hand Tracking and Gestures: Affordances, Ergonomics, and Preventing Accidental ActivationSign in

  4. Gaze and Voice: Dwell/Confirm Patterns, Eye vs Head Gaze, and the Reliability Limits of Voice in Mixed SpacesSign in

Part 22

Locomotion and Spatial Navigation

  1. Locomotion and Spatial NavigationSign in

  2. Locomotion Families: Teleport, Dash, Smooth Locomotion, Arm-Swinging and When Each Is AppropriateSign in

  3. Room-Scale vs Seated/Standing: Designing for Physical Constraints and Safety BoundariesSign in

  4. Cognitive Mapping: Helping Users Orient, Remember, and Navigate Without OverloadSign in

Part 23

Spatial UI and Information Layering

  1. Spatial UI and Information LayeringSign in

  2. UI Anchoring Modes: World-Locked, Head-Locked, Body-Locked and When Each BreaksSign in

  3. Panels, Volumes, Menus: Spatial UI Primitives and How to Keep Them DiscoverableSign in

  4. Density and Context: Avoiding Clutter, Managing Focus, and the AR vs VR Differences in AttentionSign in

Part 24

Interaction Design for Comfort and Usability

  1. Interaction Design for Comfort and UsabilitySign in

  2. Ergonomics and Reach: Interaction Thresholds, Fatigue, and Designing Within Human RangesSign in

  3. Preventing Overload: Accidental Activation, Mode Confusion, and Attention ManagementSign in

  4. Accessibility in XR: Motion Sensitivity, Alternative Inputs, and Inclusive Spatial DesignSign in

Part 25

Spatial Mapping and Meshes

  1. Spatial Mapping and MeshesSign in

  2. Building Spatial Meshes: Scanning, Reconstruction, and What the Map RepresentsSign in

  3. Planes, Meshes, Volumes: Combining Representations for Interaction and OcclusionSign in

  4. Performance and Memory: Spatial Meshes as a Budget Consumer and Why Pruning Is MandatorySign in

Part 26

Scene Understanding and Semantics

  1. Scene Understanding and SemanticsSign in

  2. Semantic Layers: Floors, Tables, Walls, and Why Semantics Changes Interaction DesignSign in

  3. Designing With Uncertainty: Confidence Scores, Fallbacks, and "Good Enough" Placement RulesSign in

  4. Meaningful Placement: Aligning Content to Surfaces and Zones Without Overfitting to Noisy DetectionSign in

Part 27

Persistent Spatial Anchors and World Persistence

  1. Persistent Spatial Anchors and World PersistenceSign in

  2. Anchors Across Sessions: Persistence Semantics and the Product Promises They ImplySign in

  3. Relocalization and Drift: Lifecycle Management for Anchors and Re-Alignment StrategiesSign in

  4. Persistence Failure Modes: Environmental Change, Moving Objects, and When "World-Locked" Becomes WrongSign in

Part 28

Multi-User Shared Environments

  1. Multi-User Shared EnvironmentsSign in

  2. Shared Coordinates: Alignment Across Devices and the Consequences of Coordinate DisagreementSign in

  3. Synchronizing State and Avatars: Replication, Authority, and Presence Under LatencySign in

  4. Collaboration Patterns: Turn-Taking, Shared Tools, and Managing Conflict in Shared SpacesSign in

Part 29

Safety Boundaries and Real-World Constraints

  1. Safety Boundaries and Real-World ConstraintsSign in

  2. Guardian Systems: Spatial Boundaries as Safety Infrastructure and UX FeaturesSign in

  3. Mixed-Space Hazards: People, Pets, Objects, and Designing to Avoid CollisionsSign in

  4. Privacy and Social Norms: Bystanders, Privacy Zones, and Designing for Public SpacesSign in

Part 30

XR Engine Architecture and Subsystems

  1. XR Engine Architecture and SubsystemsSign in

  2. Subsystem Map: Rendering, Tracking, Input, Physics, Audio, Networking, UI and Their Coupling PointsSign in

  3. XR Main Loop Design: Update Ordering Under Prediction and Latency ConstraintsSign in

  4. Plugins and Platform Abstractions: Portability Across Runtimes Without Losing PerformanceSign in

Part 31

Tools, Content Pipelines, and Authoring Workflows

  1. Tools, Content Pipelines, and Authoring WorkflowsSign in

  2. XR Asset Pipelines: Formats, Importers, and Constraints That Preserve Scale and PerformanceSign in

  3. Spatial Authoring: Prefabs, Scene Authoring, and "Spatial Storyboards" as Production ArtifactsSign in

  4. Iteration Workflows: In-Headset Editing, Remote Preview, Hot Reload, and Why Iteration Speed Drives QualitySign in

Part 32

Networking, Cross-Device, and Cloud Services

  1. Networking, Cross-Device, and Cloud ServicesSign in

  2. Multi-Device XR: Standalone, Tethered, Mobile, and Capability-Driven DesignSign in

  3. Real-Time Networking for Presence: Avatars, Voice, Shared State, and Latency BudgetsSign in

  4. Cloud Services (Conceptual): Persistence, Analytics, and Remote Rendering as System BoundariesSign in

Part 33

Performance, Optimization, and Testing

  1. Performance, Optimization, and TestingSign in

  2. Frame Budgets: CPU/GPU/Tracking Budgets and How One Subsystem Can Ruin ComfortSign in

  3. Profiling Motion-to-Photon: Measuring the Full Pipeline Rather Than Local Hot SpotsSign in

  4. Testing Strategies: Automated Tests, In-Headset QA, and Comfort Testing as a Distinct DisciplineSign in

Part 34

Accessibility, Ethics, and Well-Being

  1. Accessibility, Ethics, and Well-BeingSign in

  2. Designing for Diverse Bodies: Size, Mobility, Sensitivity Differences and Inclusive Interaction RangesSign in

  3. Intensity Guidelines: Motion, Flashing, and Sensory Load as Safety ConstraintsSign in

  4. Ethics and Well-Being: Harassment, Addiction Pressure, Data Use, and Environment Safety in Mixed RealitySign in

Part 35

Shipping and Operating XR Products

  1. Shipping and Operating XR ProductsSign in

  2. Distribution and Certification: Stores, Compliance, and Platform ExpectationsSign in

  3. Updates and Remote Configuration: Patching Safely in Systems That Interact With the Physical WorldSign in

  4. Live Ops for XR: Events, Telemetry-Driven Improvements, and Maintaining Presence Quality Over TimeSign in

Part 36

Interaction Patterns for XR

  1. Interaction Patterns for XRSign in

  2. Core Patterns: Ray+Trigger, Direct Grab, Gaze+Confirm, Gesture Vocabularies, and Why Each Has a Comfort EnvelopeSign in

  3. Menus and Shortcuts: Toolbelts, Radial Menus, Contextual Actions, and DiscoverabilitySign in

  4. Anti-Patterns: Designs That Commonly Cause Discomfort, Fatigue, or Mode ConfusionSign in

Part 37

Spatial UX Design Patterns

  1. Spatial UX Design PatternsSign in

  2. Spatial Composition: Placing UI in VR vs AR and Avoiding Occlusion of MeaningSign in

  3. Anchoring to Objects, Spaces, People: Choosing Stable References Users Can TrustSign in

  4. Microinteractions: Highlights, Affordances, Transitions, and Feedback That Preserve PresenceSign in

Part 38

Comfort and Performance Patterns

  1. Comfort and Performance PatternsSign in

  2. Adaptive Quality: Dynamic Scaling and Performance Stabilizers That Protect ComfortSign in

  3. Comfort Modes: Vignette, Horizon Locking, Reprojected Locomotion, and When to Offer ThemSign in

  4. Cognitive Load Reduction: Clutter Control, Attention Guidance, and Pacing as System DesignSign in

Part 39

Multi-Platform and Abstraction Patterns

  1. Multi-Platform and Abstraction PatternsSign in

  2. Capability-Aware Design: Feature Detection and Graceful DegradationSign in

  3. Input Abstraction: Actions vs Device-Specific Controls and Why Mapping Is a UX ContractSign in

  4. Portability vs Quality: What to Standardize and What Must Be Device-SpecificSign in

Part 40

Prototyping, Storyboarding, and Narrative Patterns

  1. Prototyping, Storyboarding, and Narrative PatternsSign in

  2. Rapid Prototyping: Validating Interaction Hypotheses Before Building Content PipelinesSign in

  3. Spatial Storyboarding: Narrative Beats in 3D Space and Choreographing AttentionSign in

  4. Grayboxing and Proxies: Testing Scale, Comfort, and Flow Early With Placeholder AssetsSign in

Part 41

Patterns for Social XR and Collaboration

  1. Patterns for Social XR and CollaborationSign in

  2. Avatars and Embodiment: Non-Verbal Cues, Identity, and Presence SignalsSign in

  3. Shared Tools and Surfaces: Collaboration Mechanics and Coordination in 3DSign in

  4. Moderation and Safety Tools: Social Boundaries, Reporting, and Anti-Harassment PatternsSign in