Design

Design Principles

Updated: Aug 17, 2026
These twenty plain-language design principles distill what we’ve learned about designing for Hands. Use them as a shared vocabulary when planning, prototyping, and reviewing hand-tracking experiences. They are grouped into eight themes, from simplicity and intuitiveness through to the process of iterating your way to a great result.
Expand a theme below, then step through its principles one at a time with the carousel arrows.

Simplicity & Intuitiveness · Principles 01–04

PRINCIPLE 01
Simplicity is key: keep hands-first game designs as simple as possible
  • Focus on one core interaction.
  • Mirror real-life interactions.
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PRINCIPLE 05
Hands should feel satisfying
Many Hands players will not be adept at controllers, and most controller players will be new to Hands. Navigation and play should feel complete, and be a satisfying experience for both types of players.
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PRINCIPLE 08
Hands experiences should not feel like exercise
Unless it's a fitness app, avoid fatigue. Our research has shown that experience turns into exercise whenever the hands go above the heart.
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PRINCIPLE 11
Virtual hands should match players' real hand positions
In many cases, players will expect virtual hands to match up position-wise with their IRL hands. Take this into account when representing rotations, positions, and tracking.
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PRINCIPLE 13
Hands functionality should work for all hand types
Functionality should be robust and not differ based on player hand size, color, or age — everyone's hands are different.
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PRINCIPLE 15
Pair Hands with sensory feedback to mimic touch
Hands support should be paired with other sensory affordances to mimic tactile feel — for example, SFX clicks, VFX to highlight active fingers, and other audio-visual cues.
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PRINCIPLE 18
Favor big, deliberate motions — allow for input "slop"
Hand-tracking tends to be noisier than controllers. Design for large, intentional movements and build in tolerance for imprecise gestures.
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PRINCIPLE 20
Experiment. Validate. Rinse. Repeat.
Expect to get things wrong before you get them right — and that's okay.
Iterative testing is essential. Hands design is still evolving, and getting it right requires cycles of prototyping, user testing, and refinement.
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Next steps

Put these principles into practice with the detailed Hands design and development guidance: