VR’s poor text entry prevents mass adoption

Interfacing with our digital world through VR and AR poses many challenges to interface designers. One of the biggest problems is one that not a lot of people are discussing: straightforward text entry.

I’ve been working in VR for years. In late 2013 I was reintroduced to the concept of VR by a startup from Irvine, California called Oculus. As part of my work at Sidekick Games, we were called by new platform makers to see their new inventions and suggest games that would feature the uniqueness of their new products. By then, I had the pleasure of working with PrimeSense, Intel, Leap Motion and other innovative companies who wanted to change how we interface with the digital world — which has also helped me see the challenges in VR interfaces.

Since 2013, when Oculus managed to sweep the world, over $5.5 billion has been invested in VR and AR. Much of this investment has gone to make better wearable screens and better GPUs and CPUs, critical to present the visuals to our eyes at a rate that would feel comfortable and real.

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