Apple HIG visionOS Spatial Computing (Eye and Hand Gestures / Immersion Spectrum / Comfort Science / Spatial UI / SharePlay)
Complete Apple Vision Pro / visionOS spatial computing design guide. Eye input (gaze = target recognition · gaze point privacy is not exposed · look to scroll) + 3 types of hover interaction (instant / delayed / gradient ramp · two-state switching · anchor elements · avoid unexpected motion) + gestures (system gestures: single tap / double tap / pinch-drag · eye-hand combination precision · direct vs indirect · lack of haptics compensated by audio and visuals) + comfort science (vestibular system vs visual conflict causing motion sickness · avoid head-locked content · 0.2Hz oscillation forbidden zone · depth cue conflict causing ghosting · place reading content beyond arm's length) + spatial UI layout (60pt tap target + 16pt spacing · concentric corner formula · ergonomics: left/right movement better than up/down · windows sized to content) + materials (glass has no light/dark mode · dark materials separate sections, light materials emphasize interaction · vibrancy) + immersion spectrum (Shared Space ↔ Dim ↔ Full Space ↔ Full Immersion · progressive transitions) + spatial widgets (Paper vs Glass · proximity awareness Default/Simplified · fixed physical size · Elevated/Recessed) + SharePlay (window / full space · Side-by-Side / Surround / Conversational modes) + narrative interaction (Encounter Dinosaurs) + spatial audio (randomization · distance perception) + core spatial strategies (key moments · iterative prototyping · complementary experiences).