Designing for virtual reality goes far beyond adapting flat-screen content for a headset. It requires a deep understanding of how the human body and mind engage with immersive environments - so that experiences feel intuitive, natural, and comfortable.
This book is an essential guide for anyone creating VR content that is not only engaging but also inclusive. It offers clear, hands-on support for designing meaningful interactions in virtual spaces.
Aimed at designers, developers, and product teams, it bridges the gap between traditional 2D design and the challenges of embodied interaction. Moving beyond theory, it provides actionable tools - including a VR-specific heuristic framework, checklists, and templates - to simplify complex design decisions.
Readers will learn how to translate familiar 2D patterns into spatial experiences, integrate accessibility, and use elements such as spatial audio, lighting, and animation to guide attention effectively.
As the VR market continues to grow, this handbook equips professionals with the skills and confidence to build high-quality immersive experiences - whether refining existing products or creating entirely new ones.
Die Inhaltsangabe kann sich auf eine andere Ausgabe dieses Titels beziehen.
Rocío Cifuentes-Albeza
Ph.D. Associate Professor of Audiovisual Communication and Advertising at Miguel Hernández University (UMH), Spain. She holds a Bachelor’s Degree in Fine Arts from the Polytechnic University of Valencia (1999) and was awarded the Extraordinary Doctorate Award (UMH) in 2017. Since 2002, she has been a member of the faculty, teaching across the Bachelor’s degrees in Fine Arts, Audiovisual Communication, and Journalism. Associate Dean of the BA degree program in Audiovisual Communication at UMH (2019-2023).
Iñigo Cuiñas
Ph.D. Professor and the Head of the Department of Signal Theory and Communications at the University of Vigo. He teaches courses on Remote Sensing and the Social Links of Engineering at the School of Telecommunication Engineering. Besides, he is involved in promoting Design Thinking methodology among lecturers at different Universities, by means of workshops and speeches. He has joined or led different Erasmus+ projects focused on Design Thinking, soft skills, virtual reality in education, Engineering for Peace, outdoor learning activities and other social and/or transversal issues.
Itziar Goicoechea
Ph.D. Associate Professor of Project Management in the Department of Engineering Design at Vigo University, Spain. She holds a Bachelor’s Degree in Industrial Engineering specializing in Enterprise Organization from the School of Engineering at the University of Vigo (1996) and earned his Ph.D. degree from the same institution in 2006. Additionally, she has a Master´s in Language and Communication in Business and is a member of the Spanish Association of Project Engineering (AEIPRO). She has extensive expertise in project management, with over 15 years of experience in this field in private companies in the automotive industry and construction industries. Her specialties include predictive and agile methodologies in project management as well as design thinking methodology.
Dorota Kaminska
Ph.D. Associate Professor and researcher at the Institute of Mechatronics and Information Systems, Lodz University of Technology and founder of the Voxel Research Lab. Her work focuses on virtual and augmented reality, human–computer interaction, and AI-supported learning, with particular interest in well-being, accessibility, and immersive technologies in education and healthcare.
Francisco-Julián Martínez-Cano
Ph.D. serves as a Professor of Audiovisual Direction and Production and Associate Dean of the BA degree program in Audiovisual Communication at Miguel Hernández University, Spain. He has been the recipient of several research fellowships and awards, including the José Castillejo Research Grant from the Spanish Ministry of Universities (2022) and Eng. Fernando Gonçalves Lavrador’s Honourable Mention for Best Research Paper at the Avanca Cinema International Conference (2020). He directs the OCAP research group, the Audiovisual Communication and Advertising Observatory at UMH. His research explores the intersection of virtual and augmented reality, AI, cinema, and video games by analysing the effects and interconnectedness of immersive experiences within prosocial VR, gaming, and narrative structures.
Rui Raposo
Ph.D. Rui Raposo is an Associate Professor, in the field of Science and Communication Technologies, at the Department of Communication and Art from the University of Aveiro. His current research interests focus on issues related to the use of Extended Reality technologies and experiences (VR, AR, MR and XR) in various contexts of use such as: well-being, e-tourism, and cybermuseology. He also teaches, researches and supervises activities in the field of audiovisual content production.
Mario Vairinhos
Phd. D. Associate Professor and researcher in the area of Human-Computer Interaction (HCI) and Extended Reality. He is an integrated member of DigiMedia - Digital Media and Interaction at the University of Aveiro. He is the coordinator of the Research Group in Immersive Play at the host institution of DigiMedia. He is the Co-Director of the Master’s in Digital Game Development at the University of Aveiro.
Grzegorz Zwolinski
PhD and researcher at the Institute of Mechatronics and Information Systems, Lodz University of Technology. His research focuses on virtual and augmented reality, immersive systems, interaction design, and usability, with applications in education, training, and simulation-based environments supporting user-centered development of VR technologies.
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Hardcover. Zustand: new. Hardcover. Designing for virtual reality goes far beyond simply adapting flat-screen content for a headset. It demands a deep understanding of how the human body and mind interact with immersive environments, ensuring experiences feel intuitive and natural. This book serves as a vital resource for anyone looking to create immersive experiences that are not only engaging but also comfortable and inclusive, offering practical guidance for crafting meaningful interactions in VR.Focused on the needs of designers, developers, and product teams, the book bridges the gap between traditional 2D design principles and the unique challenges of embodied interaction. It moves beyond theoretical concepts, providing actionable tools such as a VR-specific heuristic framework, checklists, and templates to simplify complex design problems. Readers will gain insights into translating familiar 2D patterns into spatial equivalents, integrating accessibility features, and leveraging elements like spatial audio, lighting, and animation to guide user attention effectively.This handbook equips professionals with the knowledge and practical tools needed to deliver high-quality immersive experiences. Whether refining existing products for spatial interfaces or developing new immersive applications, readers will find practical strategies and a clear framework for addressing the distinctive challenges of virtual reality design. Aimed at designers, developers, and product teams, this book bridges the gap between traditional 2D design and the challenges of embodied interaction. Moving beyond theory, it provides actionable tools - including a VR-specific heuristic framework, checklists, and templates - to simplify complex design decisions. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. Bestandsnummer des Verkäufers 9781041333746
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Hardcover. Zustand: new. Hardcover. Designing for virtual reality (VR) goes far beyond adapting flatscreen content for a headset. It requires a deep understanding of how the human body and mind engage with immersive environments so that experiences feel intuitive, natural, and comfortable.This book is an essential guide for anyone creating VR content that is not only engaging but also inclusive. It offers clear, handson support for designing meaningful interactions in virtual spaces.Aimed at designers, developers, and product teams, it bridges the gap between traditional 2D design and the challenges of embodied interaction. Moving beyond theory, it provides actionable tools including a VRspecific heuristic framework, checklists, and templates to simplify complex design decisions.Readers will learn how to translate familiar 2D patterns into spatial experiences, integrate accessibility, and use elements such as spatial audio, lighting, and animation to guide attention effectively.As the VR market continues to grow, this handbook equips professionals with the skills and confidence to build highquality immersive experiences whether refining existing products or creating entirely new ones. Aimed at designers, developers, and product teams, this book bridges the gap between traditional 2D design and the challenges of embodied interaction. Moving beyond theory, it provides actionable tools - including a VR-specific heuristic framework, checklists, and templates - to simplify complex design decisions. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability. Bestandsnummer des Verkäufers 9781041333746
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