
Allan Yde discusses designing mixed reality attractions for diverse audiences without traditional interfaces.
How do you design a mixed reality attraction that works for families, first-time players, noisy public spaces, and people of all ages without relying on instructions, traditional UI, controllers, or even headset straps? In this episode, Allan Yde shares a practical breakdown of building large-scale mixed reality experiences for location-based entertainment. He explores the realities of designing for public venues where players need to understand the experience immediately, interactions must feel natural, and every object should respond in a satisfying way. Topics include hand tracking, no-controller interaction design, diegetic UI, physical wand prototypes, non-linear attraction layouts, spell-based mechanics, simplifying puzzles, testing outside the studio, designing for children and older adults, and using body occlusion to keep shared MR spaces safe. A grounded look at what it takes to move mixed reality beyond the prototype stage and into real-world attractions people can actually play, understand, and enjoy.
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