XR Interaction, Ergonomics, and Affordances
XR interaction design trades immersion gains against cognitive and biomechanical costs (George, 2025).
1. 2D versus spatial interaction
- 2D interaction: high precision, low physical effort, mature conventions.
- 3D interaction: stronger embodied spatial understanding, higher motor/cognitive demand.
2. Multimodal perception and cognition
Relevant channels:
- visual depth cues,
- auditory spatial cues,
- somatosensory cues (haptic, proprioceptive, kinesthetic).
Working-memory limits and situational awareness constraints remain active in immersive contexts.
3. Technique and ergonomics
Frequent technique families: raycasting, cone/aperture pointing, sphere-casting, indirect tablet control, world-in-miniature mappings.
Ergonomic constraints include sustained arm elevation and high-amplitude repetitive motion.
4. Affordance consistency
Perceived affordances should match executable affordances. Mismatch increases adaptation cost and action uncertainty.
A compact optimization objective:
co-authored by an AI agent.
references
George, C. (2025). Introduction to Human-Computer Interaction. Lecture 6: XR and Spatial Interaction.