---
name: Spatial UI
slug: spatial-ui
category: aesthetic
status: published
created: 2026-08-21T00:00:00.000Z
modified: 2026-08-21T00:00:00.000Z
definition: Interface designed to sit in three dimensional space, where panels
  are made of a system glass material and hierarchy is carried by depth rather
  than by colour.
aliases:
  - name: spatial design
    source: apple
  - name: visionOS UI
  - name: XR interface
  - name: 3D UI
  - name: mixed reality UI
tags:
  - depth
  - platform-registers
relations:
  contrastWith:
    - liquid-glass
  variantOf: []
  partOf: []
  seeAlso:
    - ornament
    - look-and-pinch
    - hyperreal-3d
    - dimensionality
implementations:
  - system: hig
    name: Spatial layout
    url: https://developer.apple.com/design/human-interface-guidelines/spatial-layout
sources:
  - title: "WWDC23: Design for spatial user interfaces"
    url: https://developer.apple.com/videos/play/wwdc2023/10076/
  - title: "Create with Swift: Ensuring interface legibility and contrast in visionOS"
    url: https://www.createwithswift.com/ensuring-interface-legibility-and-contrast-in-visionos/
demo: inline
exhibit: false
useWhen: the interface floats in the room, not on a screen
---

A spatial interface has no page to sit on. Panels hang in the room the reader is actually
in, so the design problems change shape: there is no fixed background to guarantee contrast
against, no viewport edge to align to, and no reliable notion of what is behind anything.
Apple's answer, and the reason this style looks the way it does, is to hand every window the
same system material, a dark or light glass that blurs whatever the room puts behind it, and
then to separate elements by moving them toward the viewer rather than by colouring them
differently. Depth becomes the hierarchy. Elevation is not a metaphor here, it is the actual
z axis.

The vocabulary is worth learning even if you never ship on a headset. A window is a flat
panel of app content. A volume is a bounded box holding three dimensional content that can
be walked around. An immersive space is the app taking over the room entirely. Content is
placed at a comfortable arm's length and curved slightly toward the reader, and it is
anchored to the room instead of to the head, because interface pinned to a face is the
fastest route to nausea. This is where the style parts company with
[glassmorphism](/glassmorphism): glassmorphism is the material borrowed onto a flat screen
as a look, while here the material is a physical answer to an unknown backdrop, and the
depth behind it is real.

Input is the other half of the aesthetic. The primary gesture is looking at a target and
pinching, so every control has to be big enough to be selected by an unsteady gaze, spaced
far enough from its neighbours that a near miss is not a wrong tap, and drawn so that a
hover highlight can appear the instant the eyes land on it. That is why spatial controls are
pill shaped, generously padded, and comparatively few. A dense toolbar copied from a desktop
app is unusable in this medium, and looks it.

Legibility deserves its own paragraph, because glass costs contrast. Text over a translucent
panel is only as readable as the room behind it allows, which is why the platform pushes
vibrant text styles that adapt to their backdrop rather than fixed colours, and why thin
weights and low contrast greys fail here in ways they survive on a monitor. Assume the room
is unpredictable, and design to the worst backdrop the reader might be sitting in front of.
