/hz-immersive-designer
Guides design of comfortable, intuitive VR/MR experiences for Meta Quest and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Use during UX design review or when evaluating comfort and accessibility.
$ npx -y skills add meta-quest/agentic-tools --skill hz-immersive-designer --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/hz-immersive-designer
Context preview
The summary Claude sees to decide when to auto-load this skill.
Guides design of comfortable, intuitive VR/MR experiences for Meta Quest and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Use during UX design review or when evaluating comfort and accessibility.
SKILL.md
hz-immersive-designer.SKILL.mdname: hz-immersive-designer
license: Apache-2.0
description: Guides design of comfortable, intuitive VR/MR experiences for Meta Quest and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Use during UX design review or when evaluating comfort and accessibility.
Immersive Designer
A knowledge skill for designing comfortable, intuitive, and accessible VR and MR experiences on Meta Quest. This skill provides design principles, best practices, and review checklists for spatial computing UX.
When to Use
- Designing new VR or MR experiences for Meta Quest
- Reviewing UX decisions in existing Quest applications
- Evaluating comfort and usability of spatial interfaces
- Planning interaction models for immersive content
- Ensuring accessibility compliance in XR applications
- Advising on spatial layout, depth placement, and UI positioning
- Troubleshooting user comfort complaints such as motion sickness or eye strain
Core Design Principles
1. **Comfort First** — User comfort is non-negotiable. Motion sickness, eye strain, and fatigue will cause users to abandon an app regardless of content quality. When in doubt, choose the more conservative option.
2. **Presence** — Maintain the feeling of "being there" through consistent spatial cues, coherent lighting, plausible physics, and stable world anchoring. In MR, blend virtual content seamlessly with physical surroundings.
3. **Intuitive Interaction** — Leverage gestures and spatial relationships that map to real-world expectations. Introduce novel patterns gradually with clear affordances. Never assume prior VR experience.
4. **Accessibility** — Design for the widest range of abilities from the start. Every core function should have alternative interaction paths, and comfort options should be adjustable.
Key Design Areas
Comfort
Managing user comfort across all aspects of the experience. This encompasses motion sickness prevention, field of view management, locomotion design, refresh rate considerations, session length awareness, and vestibular mismatch avoidance.
See [Comfort Guidelines](references/comfort-guidelines.md) for detailed guidance.
Interaction
Designing how users engage with the virtual world and its elements. This covers direct manipulation, ray casting, gaze-based interaction, voice input, gesture recognition, controller mapping, haptic feedback, and multi-modal input support.
See [Interaction Patterns](references/interaction-patterns.md) for detailed guidance.
Spatial Layout
Structuring the three-dimensional space for optimal usability and visual comfort. This includes depth zone management, UI placement and readability, scale and proportion, spatial audio positioning, and environmental design fundamentals.
See [Spatial Layout](references/spatial-layout.md) for detailed guidance.
Accessibility
Ensuring the experience is usable by people with diverse abilities. This spans physical accessibility (one-handed use, seated play), visual accessibility (contrast, colorblind support), audio accessibility (captions, visual indicators), cognitive accessibility (clear instructions, adjustable pacing), and motion sensitivity accommodations.
See [Accessibility](references/accessibility.md) for detailed guidance.
Quick Design Review Checklist
Use this checklist when reviewing any VR or MR experience design. Each item includes specific pass/fail measurements where applicable.
Comfort
- Does the locomotion system follow comfort guidelines (snap turning default, teleportation option, vignette during movement)?
- Is the camera ever moved without direct user input? Any camera movement not initiated by the user's physical head motion is a comfort violation.
- Is the horizon line stable during all interactions?
- Does the application target at least 72 Hz refresh rate? 90 Hz is recommended for Quest 3, and 120 Hz for fast-paced content.
- Are there session length reminders or natural break points every 20-30 minutes?
- Is there a risk of vestibular mismatch in any scenario?
- **Locomotion speed**: Smooth locomotion speed should not exceed 1.4 m/s (walking pace) without vignette. Speeds above 3 m/s require aggressive FOV restriction.
- **Rotation**: Snap turn increments should be 30-45 degrees. Smooth turn speed should default to 60-90 degrees/second with user-adjustable range.
Viewing and Readability
- Are primary UI elements placed between **1.0 m and 2.0 m** from the user? This is the comfort zone where accommodation-vergence conflict is minimal.
- **Minimum text size**: Text must subtend at least **1.0 degree of visual arc** at its intended viewing distance. At 1.0 m, this is approximately **17.5 mm** (roughly 50px at Quest 3 resolution). At 2.0 m, double the physical size.
- Is critical content placed within **30 degrees** of center gaze? Content beyond 30 degrees requires head movement. Content beyond 55 degrees is outside comfortable neck rotation.
- Are there any content elements closer than **0.5 m** to the user? Objects closer than 0.5 m cause vergence-accommodation conflict and eye strain. Never place interactive content closer than 0.5 m.
- Do wide UI surfaces (wider than **0.6 m** at their viewing distance) use curved panels to maintain consistent focal distance across the panel?
- **Maximum panel width**: Individual panels should not exceed **50 degrees** of visual arc. For a panel at 1.5 m, this is approximately **1.4 m** wide.
Interaction Quality
- Are interaction targets at least **48 mm x 48 mm** (approximately 2.8 degrees at 1.0 m) for controller ray interaction and at least **64 mm x 64 mm** for hand tracking poke/pinch?
- Is there clear visual distinction between interactive and non-interactive elements (depth offset, highlight, or material change)?
- Do all interactive elements provide hover, press, and release feedback states?
- Is haptic feedback used to confirm interactions? Recommended pulse: 0.1-0.3 seconds, medium i
Read more
name: hz-immersive-designer license: Apache-2.0 description: Guides design of comfortable, intuitive VR/MR experiences for Meta Quest and Horizon OS — comfort guidelines, interaction patterns, spatial layout, accessibility. Use during UX design review or when evaluating comfort and accessibility.
Immersive Designer
A knowledge skill for designing comfortable, intuitive, and accessible VR and MR experiences on Meta Quest. This skill provides design principles, best practices, and review checklists for spatial computing UX.
When to Use
- Designing new VR or MR experiences for Meta Quest
- Reviewing UX decisions in existing Quest applications
- Evaluating comfort and usability of spatial interfaces
- Planning interaction models for immersive content
- Ensuring accessibility compliance in XR applications
- Advising on spatial layout, depth placement, and UI positioning
- Troubleshooting user comfort complaints such as motion sickness or eye strain
Core Design Principles
1. **Comfort First** — User comfort is non-negotiable. Motion sickness, eye strain, and fatigue will cause users to abandon an app regardless of content quality. When in doubt, choose the more conservative option.
2. **Presence** — Maintain the feeling of "being there" through consistent spatial cues, coherent lighting, plausible physics, and stable world anchoring. In MR, blend virtual content seamlessly with physical surroundings.
3. **Intuitive Interaction** — Leverage gestures and spatial relationships that map to real-world expectations. Introduce novel patterns gradually with clear affordances. Never assume prior VR experience.
4. **Accessibility** — Design for the widest range of abilities from the start. Every core function should have alternative interaction paths, and comfort options should be adjustable.
Key Design Areas
Comfort
Managing user comfort across all aspects of the experience. This encompasses motion sickness prevention, field of view management, locomotion design, refresh rate considerations, session length awareness, and vestibular mismatch avoidance.
See [Comfort Guidelines](references/comfort-guidelines.md) for detailed guidance.
Interaction
Designing how users engage with the virtual world and its elements. This covers direct manipulation, ray casting, gaze-based interaction, voice input, gesture recognition, controller mapping, haptic feedback, and multi-modal input support.
See [Interaction Patterns](references/interaction-patterns.md) for detailed guidance.
Spatial Layout
Structuring the three-dimensional space for optimal usability and visual comfort. This includes depth zone management, UI placement and readability, scale and proportion, spatial audio positioning, and environmental design fundamentals.
See [Spatial Layout](references/spatial-layout.md) for detailed guidance.
Accessibility
Ensuring the experience is usable by people with diverse abilities. This spans physical accessibility (one-handed use, seated play), visual accessibility (contrast, colorblind support), audio accessibility (captions, visual indicators), cognitive accessibility (clear instructions, adjustable pacing), and motion sensitivity accommodations.
See [Accessibility](references/accessibility.md) for detailed guidance.
Quick Design Review Checklist
Use this checklist when reviewing any VR or MR experience design. Each item includes specific pass/fail measurements where applicable.
Comfort
- Does the locomotion system follow comfort guidelines (snap turning default, teleportation option, vignette during movement)?
- Is the camera ever moved without direct user input? Any camera movement not initiated by the user's physical head motion is a comfort violation.
- Is the horizon line stable during all interactions?
- Does the application target at least 72 Hz refresh rate? 90 Hz is recommended for Quest 3, and 120 Hz for fast-paced content.
- Are there session length reminders or natural break points every 20-30 minutes?
- Is there a risk of vestibular mismatch in any scenario?
- **Locomotion speed**: Smooth locomotion speed should not exceed 1.4 m/s (walking pace) without vignette. Speeds above 3 m/s require aggressive FOV restriction.
- **Rotation**: Snap turn increments should be 30-45 degrees. Smooth turn speed should default to 60-90 degrees/second with user-adjustable range.
Viewing and Readability
- Are primary UI elements placed between **1.0 m and 2.0 m** from the user? This is the comfort zone where accommodation-vergence conflict is minimal.
- **Minimum text size**: Text must subtend at least **1.0 degree of visual arc** at its intended viewing distance. At 1.0 m, this is approximately **17.5 mm** (roughly 50px at Quest 3 resolution). At 2.0 m, double the physical size.
- Is critical content placed within **30 degrees** of center gaze? Content beyond 30 degrees requires head movement. Content beyond 55 degrees is outside comfortable neck rotation.
- Are there any content elements closer than **0.5 m** to the user? Objects closer than 0.5 m cause vergence-accommodation conflict and eye strain. Never place interactive content closer than 0.5 m.
- Do wide UI surfaces (wider than **0.6 m** at their viewing distance) use curved panels to maintain consistent focal distance across the panel?
- **Maximum panel width**: Individual panels should not exceed **50 degrees** of visual arc. For a panel at 1.5 m, this is approximately **1.4 m** wide.
Interaction Quality
- Are interaction targets at least **48 mm x 48 mm** (approximately 2.8 degrees at 1.0 m) for controller ray interaction and at least **64 mm x 64 mm** for hand tracking poke/pinch?
- Is there clear visual distinction between interactive and non-interactive elements (depth offset, highlight, or material change)?
- Do all interactive elements provide hover, press, and release feedback states?
- Is haptic feedback used to confirm interactions? Recommended pulse: 0.1-0.3 seconds, medium i
Agentic skills and tools for Meta Quest and Horizon OS development.
Repo: meta-quest/agentic-tools
Other skills on meta-vr.
- /hz-android-2d-porting
Guides porting existing Android 2D apps to Meta Quest and Horizon OS — input adaptation, panel layout, and design requirements. Use when adapting a mobile Android app for Quest.
Open skill - /hz-api-upgrade
Upgrades Meta Quest apps to newer Horizon OS SDK versions — migration guides, deprecated API replacements, changelog. Use when updating SDK versions or fixing deprecated API warnings.
Open skill - /hz-iwsdk-webxr
Builds WebXR experiences for Meta Quest and Horizon OS using the Immersive Web SDK (IWSDK) — ECS architecture, Three.js integration, spatial UI. Use when creating web-based VR/MR apps for Quest Browser.
Open skill - /hz-new-project-creation
Scaffolds new Meta Quest and Horizon OS projects with recommended settings for Unity, Unreal, Android/Spatial SDK, or WebXR. Use when creating a new Quest app from scratch.
Open skill - /hz-perfetto-debug
Analyzes Meta Quest and Horizon OS VR performance using Perfetto traces — frame timing, CPU/GPU bottlenecks, render pass analysis. Use when profiling frame drops, jank, or thermal issues on Quest devices.
Open skill - /hz-platform-sdk
Guides integration of the Horizon Platform SDK for Meta Quest and Horizon OS Android/Kotlin apps — achievements, IAP, users, leaderboards, presence, notifications, abuse reporting, entitlements, asset files, application lifecycle, consent, device integrity, language packs, user
Open skill

