🕶️
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
Powered by GitBook
On this page

Was this helpful?

  1. Type Selection

Joints/Intersections

The thinning of strokes at joints is a regular practice in type design, to visually compensate for heavy spots at the junctions.

In XR headsets the excessive glow of pixels (irradiation) distorts the shape of the character which becomes a cause of worry as it hampers legibility.

Monolinear typefaces with very low stroke modulation suffer from distortion and excess glow at the joints.

While selecting the typefaces, do extensive testing on the headsets and observe the joints.

  • Check if the strokes become thinner at the joints (observe bare eyes).

  • See if they appear heavy at the junctions (on headsets).

  • Observe the change in the shape of the letters (on headsets).

Look for typefaces that compensate for heaviness in joints via stroke modulation or ink-traps (in our scenario light traps, a corresponding term used by me to address the need for XR headsets).

PreviousCountersNextStroke Endings

Last updated 3 years ago

Was this helpful?