In Virtual Reality, How Much Body Do You Need?
VR&#x2F;AR is still in its &quot;our users are completely untrained&quot; skeuomorphic UI phase.  There&#x27;s been a tunnel-vision focus on gaming, Virtual <i>Reality</i>, and immersion.<p>The design space for HMD and body tracking UIs is much larger than skeuomorphic VR.  I&#x27;ve liked attaching eyeballs to my hand, to explore graphs without gymnastics or manipulation.  Using aphysical kind-of-planar workspaces, to permit subpixel resolution on integrated graphics.  Remapping motion, to permit fast ergonomic input from resting hands.<p>Non-skeuomorphic UIs aren&#x27;t getting much attention yet.  And even awareness of that is not yet widespread.  But there&#x27;s a lot of fun incoming.