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Rivac AI Labs
Spatial Computing & XR

XR Interface Architect

Most interface design assumes a flat rectangle and a mouse; spatial computing throws that model out and replaces it with depth, gaze, hand tracking, and a field of view the user can walk around in. This service designs the actual interaction model for AR/VR/XR products, how a user selects something with a pinch instead of a click, how menus stay legible without blocking the real world, how depth and occlusion communicate hierarchy instead of z-index. It's for teams building on Vision Pro, Quest, or WebXR who have a concept but no proven interaction pattern, and who don't want to discover mid-build that their flat-UI instincts don't translate to a headset. What you get is a validated interaction model and prototype, tested on real hardware with real users, not a deck of concept renders.

This is a capability we deliver for you as a service, not a role we’re hiring for.

How We’d Approach This

A clear, staged plan, not a black box

These are the service-specific steps inside our six-step process.

  1. 1

    Diagnose the core tasks the spatial interface has to support and which flat-UI patterns won't survive the transition

  2. 2

    Prototype the highest-risk interaction (selection, navigation, or layout) on target hardware to prove it holds up in headset

  3. 3

    Put the prototype in front of real users wearing the device and review where gaze, pinch, or reach breaks down

  4. 4

    Refine into a documented interaction system and hand it off with specs your XR developers can build against

What You Get

Deliverables from this engagement

  • Interaction model and spatial UI specification
  • Working prototype tested on target hardware (Vision Pro, Quest, or WebXR)
  • Usability findings from in-headset user testing
  • Developer-ready interaction and layout guidelines

Six Ways We Could Architect This

Different engagement, different build, pick the shape that fits

There’s more than one way to deliver on this service. Browse a few of the ways we’d structure the work, depending on your speed, budget, and integration needs.

Read all 6 architectures as text

Lean Fast-Start Architecture

Concept and Research

  • Interaction Concept Brief
  • Competitive Headset Pattern Review

Rapid Prototype

  • Low Fidelity Unity Prototype
  • Gaze and Pinch Input Wiring
  • Basic Spatial Menu Layout

Hardware Testing

  • Test on Quest Devkit
  • Five User Usability Session
  • Comfort and Legibility Notes

Iterate and Ship

  • Revise Interaction Model
  • Validated Prototype Handoff
  • Design Documentation Pack
  • Developer Handoff Session

Cloud-Native / Managed Services Architecture

Design System Layer

  • Spatial Design Token Library
  • Reusable Gaze and Pinch Components
  • Managed Component Repository

Managed Engine Services

  • Unity Cloud Build Service
  • Managed Asset Bundle Pipeline
  • Cross Device Rendering Profiles

Managed Device Testing

  • Cloud Device Farm for Headsets
  • Automated Frame Rate Benchmarks
  • Remote Usability Testing Platform

Delivery

  • App Store and Store Front Distribution
  • Analytics on Interaction Success Rate
  • Crash and Comfort Telemetry Dashboard

Event-Driven & Automation-First Architecture

Triggers

  • New Interaction Component Committed
  • Nightly Build Trigger
  • User Session Telemetry Event

Automated Build and Test Pipeline

  • CI Build Queue
  • Automated Unity Test Runner
  • Automated Frame Rate Regression Check

Automated Gating

  • Performance and Comfort Thresholds Met
  • Auto Deploy to Test Channel
  • Auto Reject and Notify Team

Automated Feedback Loop

  • Session Comfort Signal Aggregator
  • Auto Flag High Discomfort Pattern
  • Trigger Redesign Task

Enterprise-Grade & Compliance-Ready Architecture

Design Governance

  • Accessibility and Comfort Standards
  • Interaction Pattern Review Board
  • Approved Pattern Library

Controlled Build Process

  • Version Controlled Unity Project
  • Peer Reviewed Interaction Changes
  • Signed Off Release Candidate

Rigorous Validation

  • Accessibility Audit for Motion Sickness
  • Diverse User Cohort Testing
  • Regression Test Suite on Real Hardware

Compliance and Redundancy

  • Data Privacy Review for Eye Tracking
  • Redundant Build Artifact Storage
  • Full Change Audit Log

AI-Augmented, Human-in-the-Loop Architecture

AI Assisted Design

  • AI Generates Interaction Pattern Variants
  • AI Simulated Usability Scoring
  • Rank Variants by Predicted Comfort

Human Approval Gate

  • XR Designer Reviews Top Variants
  • Designer Approves Pattern
  • Designer Requests New Variants

Real World Validation

  • Prototype Built on Real Headset
  • Live User Test Session
  • Human Sign Off Before Ship
  • Rejected at Live Test Returns to Designer

Ship

  • Approved Interaction Model Released
  • Telemetry Feeds Back to AI Model

Integration-Heavy / Ecosystem-Connected Architecture

Connected Input Systems

  • Hand Tracking SDK
  • Eye Tracking SDK
  • Voice Command Engine
  • Spatial Anchors Cloud Service

Interaction Core

  • Unified Input Abstraction Layer
  • Interaction State Manager

Client Ecosystem Integration

  • Existing Mobile App Backend
  • Content Management System
  • Analytics Platform
  • Customer Support Tool for Bug Reports

Rendered Experience

  • Vision Pro or Quest Runtime
  • WebXR Fallback Runtime

More in Spatial Computing & XR

Ready to get started?

Tell us what you’re trying to get done and we’ll help you find the highest-leverage place to start, scoped small enough to prove itself before you commit to anything bigger.

Talk to us about XR Interface Architect

Most engagements like this start as a $500–$2,500 pilot, see full pricing.

Questions? Book a free call