XR Interaction, Ergonomics, and Affordances
XR interaction design trades immersion gains against cognitive and biomechanical costs (George, 2025).
2D versus spatial interaction
- 2D interaction: high precision, low physical effort, mature conventions.
- 3D interaction: stronger embodied spatial understanding, higher motor/cognitive demand.
Multimodal perception and cognition
Relevant channels:
- visual depth cues,
- auditory spatial cues,
- somatosensory cues (haptic, proprioceptive, kinesthetic).
Working-memory limits and attentional constraints remain active in immersive contexts.
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.
Affordance consistency
Perceived affordances should match executable ones in the Norman sense of affordances and signifiers. Mismatch increases adaptation cost and action uncertainty.
A compact optimization objective:
references
George, C. (2025). Introduction to Human-Computer Interaction. Lecture 6: XR and Spatial Interaction.