skills/hz-immersive-designer/SKILL.md
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 skillsauth add meta-quest/agentic-tools hz-immersive-designerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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.
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.
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.
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.
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.
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 for detailed guidance.
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 for detailed guidance.
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 for detailed guidance.
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 for detailed guidance.
Use this checklist when reviewing any VR or MR experience design. Each item includes specific pass/fail measurements where applicable.
These are common design mistakes that cause comfort issues or poor reviews.
When reviewing a design or providing UX guidance for an immersive experience, consider the following approach:
Start with comfort. Identify any potential sources of discomfort before evaluating any other aspect of the design. Comfort issues are show-stoppers.
Evaluate the interaction model. Determine whether the chosen interaction patterns are appropriate for the content and audience. Ensure they are learnable and provide adequate feedback.
Assess spatial layout. Check that content is placed at appropriate depths, UI is readable and reachable, and the environment supports orientation and navigation.
Review accessibility. Verify that the experience can be enjoyed by users with diverse abilities. Identify any interactions or information channels that lack alternatives.
Consider the full session. Think about the experience over time — onboarding, sustained use, transitions, and session end. Comfort and usability must hold up across the entire duration, not just the first few minutes.
Prioritize recommendations. Not all issues carry equal weight. A comfort violation that causes nausea is more urgent than a suboptimal button placement. Communicate severity clearly in any review.
development
Build and sideload Android apps for Meta Portal devices (Portal, Portal+, Portal Mini, Portal Go, Portal TV) using hzdb. Use when targeting Portal hardware — covers ADB enablement, the no-GMS constraint, manifest/launcher intent-filter requirements, icon density quirks (PNG-only, mipmap-xxxhdpi), the Smart Camera SDK, and the gradle + `hzdb adb` build/deploy/debug loop. Auto-load when the user mentions "Portal" device, targets `minSdkVersion` 28-29 for a tabletop/TV form factor, or works with the `com.facebook.portal` package.
tools
Provides the complete hzdb (Horizon Debug Bridge) CLI reference for Meta Quest and Horizon OS development — installation, device setup, command discovery, MCP server mode, documentation search, app deployment, device testing setup, audio control, screenshots, and performance analysis. Use when the user needs to install hzdb, asks what commands are available, needs CLI syntax help, or wants to know what hzdb can do.
development
Sets up the Meta XR Simulator for testing Meta Quest and Horizon OS apps without a physical device. Use when configuring device-free testing for Unity or Unreal projects.
development
Validates Meta Quest and Horizon OS apps against VRC (Virtual Reality Check) store publishing requirements. Use when preparing a build for Quest Store submission or running pre-submission compliance checks.