Overview
User Context
Ergonomics
Constraints
Interactions
Screens
Reflections
Overview

The Project

Most productivity apps feel cramped on a phone and lost on a desktop. With the Vision Pro, I had a literal room to work with. My goal was to port a standard Home and Calendar setup into a spatial environment, focusing on how to keep high-density information legible without overwhelming the user or cluttering their actual living room.

User Context

Who Is This For

Apple Vision Pro sketch

Target users are people who want to see their day and tasks at a glance without relying on physical notes or phones. The interface should be easy to read and interact with, but not get in the way.

Needs glanceable access to tasks and schedule throughout the day
Wants information present but not intrusive during other activities
Comfortable with gesture-based interaction and spatial interfaces
Spatial Mapping

Ergonomics & FOV

I explored the forward-facing field of view to decide where information should appear around the user. Urgent content is placed closer to the user, while secondary information sits further back. This helps reduce head movement and keeps interaction comfortable over time.

FOV map diagram Forward field-of-view mapping
Top-down distance diagram Top-down depth placement diagram
Design Constraints

Spatial Guidelines

To make the UI clear and easy to use, every design decision was anchored to Apple's spatial computing guidelines.

Typography

System white with variable opacity. Text must remain legible at arm's length without requiring users to shift focus from their environment.

Interaction Targets

At least 60pt × 60pt for pinch and gaze accuracy. Undersized targets cause missed taps and frustration in extended use.

Menu Placement

Menus appear 20pt below main windows to feel physically attached, giving users a consistent mental model for where secondary actions live.

Material & Depth

Glass-like surfaces with subtle inner borders to show depth. Background blurs and floor shadows anchor windows to the user's real space.

Interaction Design

Gesture Mapping

Common gestures were mapped to task actions, ensuring every interaction felt intuitive and physically grounded.

Gesture Action Type Example
Tap Immediate state change Mark task done, select calendar date
Double Tap Drill down Expand task to see sub-tasks and notes
Pinch & Hold Secondary action Open quick menu
Pinch & Drag Move items Reorder tasks or drag into calendar
Zoom Switch scope Day → week → month view
Rotate Window angle Adjust interface to fit user posture
Screens

Wireframes & Final UI

The project started with a wireframe overview to plan the layout for both Home and Calendar screens. This helped establish spacing, depth, and placement of key elements before creating the final UI.

Wireframes overview
Wireframe overview — spatial layout planning

Home Screen

The Home screen shows glanceable tasks alongside recommended articles, what's trending, weather, and discovery content. I wanted the UI to feel like a ghost — there when you need it, invisible when you don't.

Home screen UI

Calendar Screen

The Calendar screen displays today's tasks along a timeline. The background dims to keep focus on the tasks. Users can switch between day, week, month and quarter view — not just by zooming in and out of the calendar but also through the menu at the bottom.

Calendar screen UI

Dual Screen View

The tasks panel can stay open alongside other apps. Users can check their tasks while interacting with multiple screens. This reduces switching and keeps important information visible in the periphery.

Dual screen view
Reflections

Reflections

"Always On" vs. "Always Distracting"

On mobile, to-do lists are hidden, but in XR, "always on" can become "always distracting." I learned to treat UI as architecture, placing elements where they are accessible when needed, but peripheral enough to avoid cluttering the user's focus.

Physical Comfort is #1

Designing for Vision Pro taught me that beautiful UI is useless if it causes neck strain. I prioritized comfort by mapping a safe 60-degree FOV, ensuring physical well-being is at the core of the spatial interface.

Using Distance for Importance

In 2D, we use bold text to show what's important. In 3D, I used distance. I pulled urgent tasks closer to the user on the Z axis, making them larger and easier to grab, while pushing the calendar back to act as a background reference.

Making Windows Feel Real

Digital windows can feel unstable if they don't interact with the real world. By adding subtle background blurs, inner lighting borders, and shadows on the floor, I made the interface feel anchored and trustworthy in the user's space.

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