🕶️
AR / VR (XR) Typography Guidelines v1.0
  • Get Started
  • Basic Concepts
    • Text Rendering
    • Type Anatomy
    • Readability vs Legibility
    • 2D vs 3D Text
  • Reading Experience
    • Visual
      • Visual Acuity
      • Spatial Frequency
      • Crowding
      • Foveal and Parafoveal Reading
    • Technical Aspects
      • Aberrations
      • Field of View
      • Resolution and Refresh Rate
  • Type Classification in XR
    • Introduction
    • Anchoring of Information
    • Placement Zones
    • Types of Text
      • Text in HUD
      • Text for long reading
      • Sticky info text
      • Signage text
      • Responsive text
      • Ticker text
  • Type Selection
    • Font Weight
    • Stroke Contrast
    • Width
    • x-height
    • Counters
    • Joints/Intersections
    • Stroke Endings
    • Letter-Spacing
  • Coming Soon
    • Typesetting
      • Text Size
      • Alignment
      • Length
      • Rhythm
      • Hierarchy
    • Placement
    • Legibility of Typefaces
    • Accessibility
    • Language Support
    • Recommended Typefaces
    • Unity Template
  • ☕️ Support my Research
  • 🙏Acknowledgement
  • 🤝Feedback
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Learn about typography for Augmented and Virtual Reality

NextText Rendering

Last updated 2 years ago

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We are moving close to the immersive world of AR/VR where digital experiences won't be limited to a flat 2D world. And one of the crucial elements of these experiences is text. In the initial years of AR/VR, creators did their best to use as little text as possible due to technical and other constraints. However, that is changing rapidly, now the experiences are being designed to have a fair amount of text in them. And that is where a lot of creators face challenges when it comes to typography for this new medium. And the availability of any resources has been scarce or limited to a few paragraphs spread over the internet. Hence I have created this resource for designers/creators to get the best out of text in their projects. These guidelines are on typography for XR headsets which started as part of my master's in Typeface Design at the University of Reading back in 2017.

As the tech is growing rapidly, I'll do my best to keep these guidelines updated with regular additions based on my findings.

The whole documentation is divided into sections that will give you context on various aspects like basics, factors that affect reading experience, and how to classify text based on their usage. If you want to quickly skim through, then make sure you check at least the and . Most of the pages have hints to give you the most important takeaways that can help you create better typography for your XR experiences. If you find these guidelines helpful and would like to support my research, then you can 😊

This text is available under the additional terms may apply.

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Augmented Reality, Virtual Reality, AR, VR

based on my ongoing research
classification
type selection
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Creative Commons Attribution-ShareAlike License 4.0;
Basic Concepts
Reading Experience
Type Classification in XR
Type Selection