Teaching people to move through virtual worlds with their hands — with no established language, no prior art, and no margin for confusion.
The challenge
When Meta introduced controllerless hand tracking to Quest — initially called Direct Touch — it represented a genuinely new way for humans to interact with computers.
There was no existing vocabulary for it, no familiar mental model to borrow from, and no instructional precedent to adapt. Users picking up a Quest for the first time had to simultaneously learn two new skills: how to navigate the OS with their bare hands, and how to move through and control virtual environments using locomotion controls they'd never encountered.
What I did
I designed the user education content for both Direct Touch (hand tracking) and locomotion controls — the in-headset instructional flows, UI copy, and interaction prompts that guided new users through their first moments inside a virtual world.
For hand tracking, the challenge was explaining a paradigm with no analogue. I developed copy that worked with the interaction itself — short, contextual, moment-by-moment instruction that let the experience teach the mechanic rather than front-loading explanation. For locomotion, I wrote the education flows covering movement, turning, teleportation, and object manipulation — the core verbs of VR that, once learned, unlock everything else.
Both projects required close collaboration with motion design, UXR, and engineering teams to ensure the words landed at exactly the right moment in the interaction — neither too early nor too late.
The result
Hand tracking adoption activation and adoption rate steadily throughout the first few months upon launch, peaking at around 10% of all active users on month three, paving the way for the seamless mixed reality interactions that Meta had in mind.
Hand tracking (formerly known as “Direct Touch”) has become one of Quest's signature interaction modes.