SPATIAL COMPUTING & XR • EMBODIED INTERACTION RECURRING WORK

XR & SPATIAL COMPUTING

Exploring spatial interfaces, direct hand tracking, and 3D interaction frameworks beyond the boundaries of 2D glass.

ROLE XR Interaction Designer & Developer
HARDWARE Meta Quest 3, Leap Motion, Haptics
ENGINE Unity 3D, Unreal Engine, WebXR
FOCUS Spatial Mechanics & Hand Tracking
CONTEXT IIT Hyderabad & Independent Prototypes
Hand tracking prototype mapping a physical hand to a virtual hand and 3D objects
PROJECT AT A GLANCE
01. THE HYPOTHESIS

As interaction moves into 3D space, translating 2D flat UI windows directly into spatial environments creates ergonomic fatigue and cognitive confusion.

02. WHAT I BUILT

Prototyped a suite of spatial interaction mechanics: direct hand-pinch manipulation, volumetric spatial anchors, haptic feedback triggers, and embodied spatial menus.

03. THE LEARNING

Spatial interactions feel natural only when they respect human kinesthetics, physical depth cues, and subtle micro-gestures rather than full-arm waving.

01 / WHY BEYOND SCREENS?

THE LIMIT OF FLAT GLASS

Flat screens collapse 3D human reality into 2D pixel grids. For twenty years, software design has been about compressing space into lists, tabs, and buttons.

Spatial computing opens a different question: What happens when the interface shares the physical world with your hands, desk, and body?

SPATIAL RULE

"Do not put a 2D web page on a floating virtual wall. Use spatial depth for spatial tasks."

02 / EMBODIED MECHANICS

DIRECT HAND TRACKING & KINESTHETICS

Controllers add abstraction. Direct hand tracking connects your proprioception—your innate sense of body location—directly to virtual objects.

Hand tracking interaction framework prototyping in VR
FIG. 01

Embodied Interaction Framework: Testing micro-pinch gesture thresholds and spatial anchor stability in Unity 3D.

03 / SPATIAL ANCHORS

PHYSICAL WORLD ANCHORING

In spatial computing, virtual objects persist in physical space. A virtual tool anchored to your actual physical workbench remains there when you turn away and return.

Spatial anchor visualization in physical room setup
FIG. 02

Spatial Alignment: Mapping physical surfaces to virtual interaction planes to prevent visual drift.

04 / SELECTED PROTOTYPES

THREE SPATIAL EXPLORATIONS

PROTOTYPE 01 / MICRO-GESTURES

Resting hand pinch gestures instead of floating arm gestures.

"Gorilla arm" fatigue occurs when users hold their hands in the air. By allowing subtle thumb-to-index pinches while hands rest on a lap or desk, long spatial sessions become fatigue-free.

PROTOTYPE 02 / AUDIO-HAPTIC FEEDBACK

Synthetic click acoustics when crossing virtual boundaries.

Without physical resistance in air, users struggle to know when a selection registers. Micro-second audio clicks synced to visual mesh compression restore tactile confidence.

05 / RECURRING INSIGHTS

WHAT KEEPS RECURRING

RECURRING LESSON

"The best spatial interface feels less like software and more like a physical tool."

Whether designing for Meta Quest 3, Leap Motion, or physical hardware like nudgeQ, the goal remains identical: remove unnecessary abstraction between human intent and system response.