First person perspective games typically feature a four-corner HUD-based approach for displaying peripheral info to the player i.e. health bar, mana, radar, etc. This looks awful in VR. What the ...
I notice one thing common in HUD software, and that's the line-ish (thin line bordering, line pointing), semi-transparent UI they have. Even some icons are outlines of the actual thing. Haven't tried ...
Broad question given the nature of wearable technology (largely dominated by heads-up displays such as Google Glass and smart watches such as the Pebble), but what would the user experience guidance ...