EH-01: Design for look-and-pinch as the primary interaction.
The standard interaction is: user looks at an element (eyes provide targeting), then pinches thumb and index finger together (hand provides confirmation). Design all primary interactions around this model. Users do not need to raise their hands or point at objects.
EH-02: Minimum interactive target size is 60pt.
Eye tracking has inherent imprecision. All tappable elements must be at least 60 points in diameter to be reliably targeted by gaze. This is larger than iOS touch targets (44pt). Smaller targets cause frustration and mis-selections.
EH-03: Provide hover feedback on gaze.
When the user's eyes rest on an interactive element, show a visible highlight or subtle expansion to confirm the element is targeted. This feedback is essential because there is no cursor. Without hover states, users cannot tell what they are about to select.
EH-04: Support direct touch for close-range objects.
When 3D objects or UI elements are within arm's reach, allow direct touch interaction (physically reaching out and tapping). Direct touch should feel natural: provide visual and audio feedback on contact. Use direct touch for immersive experiences where it enhances presence.
EH-05: Never track gaze for content purposes.
Eye position is used exclusively for system interaction targeting. Do not use gaze direction to infer user interest, change content based on what the user looks at, or record where the user looks. This is a core privacy principle of the platform. The system does not expose raw eye-tracking data to apps.
EH-06: Keep custom gestures simple and intuitive.
If you define custom hand gestures beyond the system pinch, ensure they are easy to discover, physically comfortable to perform, and do not conflict with system gestures. Avoid gestures that require sustained hand raising, complex finger patterns, or two-handed coordination for basic actions.
EH-07: Do not require precise hand positioning.
Users interact with hands resting naturally in their lap or at their sides. Do not require users to hold their hands in specific positions, reach to specific locations, or maintain sustained gestures. The indirect interaction model exists specifically to reduce physical effort.
EH-01:以“注视+捏合”为核心设计交互。
标准交互流程为:用户注视元素(眼动提供目标定位),然后捏合拇指和食指(手部提供确认)。所有主要交互都应围绕此模式设计。用户无需抬起手或指向对象。
EH-02:交互目标最小尺寸为60pt。
眼动追踪存在固有误差。所有可点击元素的直径至少应为60点,以确保能被可靠定位。这比iOS的触摸目标(44pt)更大。过小的目标会导致用户沮丧和误操作。
EH-03:注视时提供悬停反馈。
当用户的目光停留在交互元素上时,显示明显的高亮或细微的放大效果,以确认元素已被定位。由于没有光标,这种反馈至关重要。没有悬停状态的话,用户无法知道自己即将选择的是什么。
EH-04:为近距离对象支持直接触摸。
当3D对象或UI元素在手臂可及范围内时,允许直接触摸交互(伸手点击)。直接触摸应自然:在接触时提供视觉和音频反馈。在能增强沉浸感的沉浸式体验中使用直接触摸。
EH-05:切勿将眼动追踪用于内容相关目的。
眼动位置仅用于系统交互定位。请勿利用注视方向推断用户兴趣、根据用户注视内容更改显示或记录用户注视位置。这是平台的核心隐私原则。系统不会向应用暴露原始眼动追踪数据。
EH-06:自定义手势应简单直观。
如果定义系统捏合之外的自定义手势,请确保它们易于发现、执行时身体舒适,且不与系统手势冲突。避免在基础操作中要求用户持续抬手、做出复杂手指动作或双手配合。
EH-07:不要求精确的手部定位。
用户会自然地将手放在腿上或身侧进行交互。不要要求用户将手保持在特定位置、伸到特定区域或维持手势。间接交互模式的存在正是为了减少体力消耗。