Design Spatial Experiences That Are Impossible to Ignore

AR and VR experience design for product demos, brand activations, and immersive interfaces built to perform on real hardware.

AR and VR are not novelty formats. They are interaction paradigms that work in specific contexts and fail badly in others. The first design decision is whether spatial is the right medium for what you are trying to do.

When it is - for product configuration, training simulations, spatial storytelling, or brand activations - we design the experience from the spatial interaction model to the final interface layer.

Why It Matters

Spatial computing is moving from experiment to expectation. Products that use AR for configuration, visualization, or engagement are reducing sales cycle length and increasing purchase confidence in measurable ways.

  • Spatial experiences that serve a clear user goal, not just a technology showcase

  • Hardware-correct design for Apple Vision Pro, Meta Quest, ARKit, ARCore, or WebAR

  • A prototype that demonstrates the experience before development investment is committed

  • Design documentation that gives development teams the spatial specifications they need

--NE

What You Get

  • Use Case Definition - Strategic framing of the spatial experience: goal, hardware, user context, and success metric

  • Spatial Interaction Architecture - Input model, navigation system, and depth hierarchy design

  • Spatial UI Design - HUD elements, menus, reticles, and interface panels designed for 3D environments

  • 3D Asset Direction - Art direction for 3D models, environments, and spatial elements (production by partners)

  • Experience Prototype - Working prototype in target platform or simulation environment

  • Usability Review - Session-based review with annotated findings on spatial usability

  • Spatial Design Spec - Documentation covering measurements, depth layers, interaction states, and asset specifications

:)

Our Typical Process

01.

Define the Use Case

We define the AR/VR use case, hardware target, and success metric before any design work begins - the rarest part of most AR/VR projects.

01.

Define the Use Case

We define the AR/VR use case, hardware target, and success metric before any design work begins - the rarest part of most AR/VR projects.

01.

Define the Use Case

We define the AR/VR use case, hardware target, and success metric before any design work begins - the rarest part of most AR/VR projects.

02.

Interaction Architecture

We map the spatial interaction model: navigation, input methods, depth hierarchy, and the moment-by-moment user experience.

02.

Interaction Architecture

We map the spatial interaction model: navigation, input methods, depth hierarchy, and the moment-by-moment user experience.

02.

Interaction Architecture

We map the spatial interaction model: navigation, input methods, depth hierarchy, and the moment-by-moment user experience.

03.

Spatial UI Design

We design the spatial interface - reticle design, menu systems, HUD elements, and the visual grammar of the 3D environment.

03.

Spatial UI Design

We design the spatial interface - reticle design, menu systems, HUD elements, and the visual grammar of the 3D environment.

03.

Spatial UI Design

We design the spatial interface - reticle design, menu systems, HUD elements, and the visual grammar of the 3D environment.

04.

Prototype & Test

We build a working prototype in the target platform or a close approximation for stakeholder review and usability testing.

04.

Prototype & Test

We build a working prototype in the target platform or a close approximation for stakeholder review and usability testing.

04.

Prototype & Test

We build a working prototype in the target platform or a close approximation for stakeholder review and usability testing.

05.

Deliver for Build

We deliver the full design package with spatial specifications, asset library, and documentation for development teams.

05.

Deliver for Build

We deliver the full design package with spatial specifications, asset library, and documentation for development teams.

05.

Deliver for Build

We deliver the full design package with spatial specifications, asset library, and documentation for development teams.

Related projects

Why KICKFLIP?

Why KICKFLIP?

We design spatial experiences as a product discipline, not a visual effects exercise. The standard we apply is the same we apply to every product: does it serve a user goal clearly, quickly, and without confusion? When the answer is yes, spatial delivers outcomes that flat UI cannot.

Discovery and interaction architecture in 2 weeks. Full spatial UI design in 6-10 weeks.

Hear It From Our Partners

--SE

Got Any Questions?

01.

Question

Answer

01.

Question

Answer

01.

Question

Answer

01.

Question

Answer

01.

Question

Answer

01.

Question

Answer

01.

Question

Answer

Discover More Services

Design Space. Build Impact.

AR and VR experience design for product demos, brand activations, and immersive interfaces built to perform on real hardware.

Design Space. Build Impact.

AR and VR experience design for product demos, brand activations, and immersive interfaces built to perform on real hardware.

Design Space. Build Impact.

AR and VR experience design for product demos, brand activations, and immersive interfaces built to perform on real hardware.

Services