Design patterns for Immersive Tech

Virtual Reality patterns

Simple teleporting

User goals

Move to a specific point in space (A to B)


  1. Users activate teleporting with a button and use raycasting to target a point where they want to move to
  2. A visual target is displayed, usually with an arch that connects the user to their destination.
  3. Upon release, users are moved to the destination.
  4. The change of position is immediate and is called teleporting.


  • Prevents user from having to walk between the two points,
  • Safest approach to locomotion for reduced chances of simulation sickness
  • Escape strategy in games


  • Users might have to set their orientation afterwards (although an advanced version of this pattern includes orientation too).
  • Break-in-presence when travelling between the two points
  • Precision to the detriment of speed: users need to select the exact point they want to move to, rather than a general direction.

Design challenges

  • Making the teleport responsive to the user interaction and easy to control, so that users can move in the scene without a lot of effort
  • Sudden change of scene and design of the transition between positions to avoid break-in-presence and simulation sickness
  • Feedback when users select an area they cannot move to


Buzz Aldrin: Cycling Pathways to Mars, HTC Vive

Bounce, HTC Vive

Robo Recall, Oculus

Viveport, HTC Vive

Cat Sorter, HTC Vive