The interface is no longer a rectangle
Coverage of Snap's new Specs points to a familiar design shift: information can appear in a user's field of view while they are moving through the world. For games, the opportunity is not to reproduce a heads-up display in glasses. It is to reduce the moments when a player must look away from play.
Design a glance budget
Reserve spatial overlays for time-sensitive orientation, cooperative signals, or safety-relevant context. A quest log, inventory screen, and long tutorial still benefit from a stable device display. Every floating element should earn its attention cost through a testable player outcome.
Accessibility cannot be an afterthought
Give players controls for opacity, motion, audio alternatives, and complete removal of overlays. A spatial layer that cannot be quieted becomes a barrier, even when its visual design is impressive.