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Spatial & AR/VR

3DOF / 6DOF Patterns

3DOF vs 6DOF changes everything. Rotation-only and full spatial freedom require fundamentally different design decisions.

What is it?

This is a corpus of design patterns documented by the XR Association consortium and researchers like Blair MacIntyre (Georgia Tech). The distinction between 3DOF (3 Degrees of Freedom โ€” rotation only, typical of mobile VR headsets and some AR experiences) and 6DOF (6 Degrees of Freedom โ€” rotation + translation, Quest, Vision Pro, HoloLens) fundamentally changes design decisions. In 3DOF, the user is a fixed camera that can look around. In 6DOF, the user is a body that can move through space. This isn't a technical detail โ€” it's a completely different interaction paradigm that affects menu placement, content organization, navigation, and spatial hierarchy.

When to use it

At the start of any XR project: your DOF constraint is your primary design constraint. When adapting an experience from mobile VR to room-scale. When designing cross-device XR experiences.

How to do it

1

Identify your DOF constraint: is the user stationary (3DOF) or mobile (6DOF)? Can they use hand tracking, controllers, or gaze only?

2

For 3DOF: design for a 'comfort cone' โ€” content in a 90ยฐ arc in front of the user. Avoid requiring head rotation beyond 120ยฐ. Use gaze-and-dwell or controller pointing for interaction.

3

For 6DOF: design for spatial exploration. Place content at varying distances and heights. Use room-scale affordances โ€” the user can walk to content, lean in for detail, step back for overview.

4

Create a device adaptation matrix: for each key interaction, document how it works in 3DOF vs 6DOF. This prevents retrofitting later.

Pro tips

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The biggest 3DOF mistake: placing important content behind the user. The biggest 6DOF mistake: not using depth โ€” putting everything on a single plane at arm's length.

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Vision Pro's 'window' metaphor is brilliant 6DOF design: content exists in space, you move to it, it doesn't move to you. This feels natural because it matches how physical objects work.

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When designing for both DOFs: start with 3DOF constraints, then add 6DOF enhancements. Going the other direction always results in a degraded experience.

๐Ÿ“Ž Downloadable Templates

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