The Android XR SDK is now available in Developer Preview. We want your feedback! Visit our
support page to reach out.
Motion
Stay organized with collections
Save and categorize content based on your preferences.
Motion can transform your XR app from a static scene into a vibrant, interactive
experience. It's important to consider a user's visual and physical comfort when
designing with motion.
- UI motion: For user interface elements, you can follow established UI
motion design standards, such as Material Design's motion guidelines.
- 3D motion in XR apps: When building an app with 3D objects and environment
interactions, keep in mind large movements may be uncomfortable to users. Be
thoughtful when moving UI or environments that ground a user in your virtual
world. If moved too quickly, a user may experience physical discomfort or
motion sickness.
- Design for comfort: Avoid motion that makes people feel sick.
- Start small: Use subtle movements to encourage users to explore your app.
Save big movements for specific moments.
- Provide guidance: Use motion to help users understand what's happening and
where to look.
How to add user-friendly motion
Consider how any movements in your app make a user feel. Motion in space is more
comfortable to users when they are in control.
Discomfort can happen when an app decides to move something in space without a
user expecting it. If your eyes perceive movement in the virtual world while
your inner ear detects that you're still, this sensory mismatch can trigger
motion sickness.
Follow these best practices to keep users feeling safe and comfortable.
- Clear onboarding: To help users acclimate to your app, introduce motion
mechanics gradually.
- Rest stops: Moments of stillness or reduced motion allow users to rest and
avoid fatigue.
- Consider making motion optional: Some users may be more comfortable when
they can adjust the level of motion.
- Predictable camera motions: Smooth and predictable camera movements can
help prevent discomfort.
- Consider animated feedback: If you want to create a believable experience,
you can use animations that follow real-world physics.
- Whole world movements can make people feel sick. In cases where big
movements are necessary, you may want to fade out and fade in, hide a user's
peripheral vision, accelerate slowly, or avoid rotating.
- Limit motion of large objects, because it can feel like the user is moving
as well. To prevent users from experiencing discomfort, consider making these
objects semi-transparent or less noticeable.
Content and code samples on this page are subject to the licenses described in the Content License. Java and OpenJDK are trademarks or registered trademarks of Oracle and/or its affiliates.
Last updated 2024-12-12 UTC.
[[["Easy to understand","easyToUnderstand","thumb-up"],["Solved my problem","solvedMyProblem","thumb-up"],["Other","otherUp","thumb-up"]],[["Missing the information I need","missingTheInformationINeed","thumb-down"],["Too complicated / too many steps","tooComplicatedTooManySteps","thumb-down"],["Out of date","outOfDate","thumb-down"],["Samples / code issue","samplesCodeIssue","thumb-down"],["Other","otherDown","thumb-down"]],["Last updated 2024-12-12 UTC."],[],[],null,["# Motion can transform your XR app from a static scene into a vibrant, interactive\nexperience. It's important to consider a user's visual and physical comfort when\ndesigning with motion.\n\n- **UI motion** : For user interface elements, you can follow established UI motion design standards, such as [Material Design's motion guidelines](https://m3.material.io/styles/motion/overview).\n- **3D motion in XR apps**: When building an app with 3D objects and environment interactions, keep in mind large movements may be uncomfortable to users. Be thoughtful when moving UI or environments that ground a user in your virtual world. If moved too quickly, a user may experience physical discomfort or motion sickness.\n- **Design for comfort**: Avoid motion that makes people feel sick.\n- **Start small**: Use subtle movements to encourage users to explore your app. Save big movements for specific moments.\n- **Provide guidance**: Use motion to help users understand what's happening and where to look.\n\n### How to add user-friendly motion\n\nConsider how any movements in your app make a user feel. Motion in space is more\ncomfortable to users when they are in control.\n\nDiscomfort can happen when an app decides to move something in space without a\nuser expecting it. If your eyes perceive movement in the virtual world while\nyour inner ear detects that you're still, this sensory mismatch can trigger\nmotion sickness.\n\nFollow these best practices to keep users feeling safe and comfortable.\n\n- **Clear onboarding**: To help users acclimate to your app, introduce motion mechanics gradually.\n- **Rest stops**: Moments of stillness or reduced motion allow users to rest and avoid fatigue.\n- **Consider making motion optional**: Some users may be more comfortable when they can adjust the level of motion.\n- **Predictable camera motions**: Smooth and predictable camera movements can help prevent discomfort.\n- **Consider animated feedback**: If you want to create a believable experience, you can use animations that follow real-world physics.\n- **Whole world movements can make people feel sick**. In cases where big movements are necessary, you may want to fade out and fade in, hide a user's peripheral vision, accelerate slowly, or avoid rotating.\n- **Limit motion of large objects**, because it can feel like the user is moving as well. To prevent users from experiencing discomfort, consider making these objects semi-transparent or less noticeable."]]