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XR Design Handbook

Open-source repository I maintain that consolidates XR design best practices from teams like Meta, Apple, Microsoft, and Google.

XR Design Handbook

XR Design Handbook is an open-source compilation of XR design guidelines from industry leaders. What started as a personal research notebook evolved into a public reference designed to make XR best practices easier to compare, cite, and apply.

Problem

XR design guidance exists, but it is fragmented across vendor docs, conference talks, PDFs, and one-off blog posts. That makes it hard for teams to answer simple questions like how different platforms handle locomotion, comfort, input, or spatial UI without doing the same research from scratch every time.

I built XR Design Handbook to reduce that research overhead and turn scattered guidance into something designers and developers could actually use during product work.

What’s Inside

  • Side-by-side comparisons of locomotion, input, and comfort recommendations from Meta, Apple, Microsoft, Google, Niantic, and more.
  • Pattern write-ups distilled from public docs, conference talks, and field notes from real XR product work—all tagged so contributors can cross-reference scenarios quickly.
  • Links to canonical PDFs, WWDC/Build sessions, and academic papers so designers can go from inspiration to implementation without guesswork.

My Role

  • Track vendor documentation changelogs and log issues whenever new guidelines drop so the repository stays current.
  • Curate community pull requests, ensuring citations are included and insights map to a consistent taxonomy.
  • Publish release notes that highlight major additions and tie them to real-world use cases (training, productivity, entertainment, accessibility).

Editorial Decisions

  • Focus on synthesis rather than originality: the value is not inventing new guidelines, but making the existing ones comparable and easier to trust.
  • Require citations and a consistent taxonomy so contributors are adding signal instead of more noise.
  • Organize patterns around real product decisions such as comfort, input, collaboration, and accessibility rather than by vendor marketing categories.

Impact

The handbook gives the XR community a faster starting point for design reviews, prototyping, and research. It has also been useful internally whenever I need to ground a design decision in precedent instead of opinion. More broadly, it reflects the kind of work I enjoy most: turning messy information spaces into practical tools that make teams move faster.


© made with ❤️ by Jack