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 01Simplicity is key: keep hands-first game designs as simple as possible
- Focus on one core interaction.
- Mirror real-life interactions.

PRINCIPLE 02Base new gestures on real-world know-how
Complex gestures are hard to teach! If you can base a new gesture on a real-world gesture (for example, a mouse click or a Vulcan greeting — LLAP), you may be able to bypass complex tutorials altogether. 
PRINCIPLE 03Direct interaction is better than menus
Hands shine when touching the world. Turn knobs, push buttons, physically place items — let players interact directly rather than navigating through menu layers. 
PRINCIPLE 04Teach through play, not just text
Nobody likes a floating instruction wall. Show ghost hands demonstrating actions, use one-step tasks ("pick this up"), and reward correct interactions instantly. 
Core Experience · Principles 05–07
PRINCIPLE 05Hands 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. 
PRINCIPLE 06Hands shouldn't break immersion (VR) or illusion (MR)
Hand-tracking interactions must feel seamless within the virtual or mixed-reality environment — never pulling the player out of the experience. 
PRINCIPLE 07Design gameplay around Hands — not the other way around
Gameplay should conform to what Hands does and does not do well. The experience should not feel compromised or shoehorned into Hands support. 
Physical Comfort · Principles 08–10
PRINCIPLE 08Hands 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. 
PRINCIPLE 09Keep Hands play comfortable — no unnatural contortions
Players should not have to contort their IRL hands, wrists, arms, or bodies unnaturally to use Hands features. Consider the use of virtual tools to ensure predictable hand positioning. 
PRINCIPLE 10Let players go at their own pace to avoid unnecessary physical strain
Hands play can be physically demanding. Allowing players to set their own rhythm reduces fatigue and keeps the experience enjoyable for longer sessions. 
Hand Representation · Principles 11–12
PRINCIPLE 11Virtual 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. 
PRINCIPLE 12Hand customization can improve immersion
Where appropriate, allow players to adjust hand size, skin tone, or commonly gendered features (for example, fingernails). More customization improves immersion. 
Inclusivity & Accessibility · Principles 13–14
PRINCIPLE 13Hands 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. 
PRINCIPLE 14Hands control schemes make play accessible to everyone
Not all players can perform the same gestures. Providing alternatives and customization options ensures that hand-tracking experiences are inclusive and accessible. 
Feedback & Responsiveness · Principles 15–17
PRINCIPLE 15Pair 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. 
PRINCIPLE 16Always show hand presence and feedback
If players can't tell what the system "sees," things can feel broken. Render hands/hand proxies, highlight objects when hands are interacting, show each visual state (hover, grab, hold, fail), and use subtle sound cues and micro-animations (glow, squash, pulse). 
PRINCIPLE 17Prioritize accuracy and reliability when choosing which gestures to support
Players expect inputs to have almost 100% reliability and a high degree of precision, even with hands. Focus on a few gestures like pinch, palm grab, and microgestures that have good accuracy and reliability. 
Robust Interaction Design · Principles 18–19
PRINCIPLE 18Favor 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. 
PRINCIPLE 19Make interactions forgiving and reversible
Snap objects to hands once close enough, allow grabs to be easily released, undo actions with a simple motion, and avoid permanent consequences for mistakes. 
Process & Iteration · Principle 20
PRINCIPLE 20Experiment. 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. 
Put these principles into practice with the detailed Hands design and development guidance: