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Virtuality Continuum

Your constantly-updated definition of Virtuality Continuum and collection of topical content and literature

What is Virtuality Continuum?

The virtuality continuum represents the full spectrum of technological possibilities between the entirely physical world or real environment and the fully digital world or virtual environment. It includes all current technologies that alter reality with computer-generated graphics as well as those yet to be developed. 

Virtuality continuum, from left to right: real environment, augmented reality, augmented virtuality and virtual environment. Mixed reality covers all the continuum except the ends.

Representation of the virtuality continuum (adapted from Milgram; Kishino, 1994).

© Laia Tremosa and the Interaction Design Foundation

In a continuum, adjacent parts are almost indistinguishable, but the extremes are very different. Therefore, the exact limits of the various terms are not a hundred percent clear. The term mixed reality covers any environment where the real and virtual objects are combined within a single display. According to this framework, mixed reality covers most of the continuum except for the endpoints. The researchers Paul Milgram and Fumio Kishino first introduced the virtuality continuum or reality-virtuality continuum concept in 1994.

What are the Components of the Virtuality Continuum?

The virtuality continuum, as initially proposed by Milgram and Kishino in 1994, considered only visual displays. Therefore, the different sections within the continuum only take into account the visual aspect of the blending between the physical and digital worlds. This continuum does not take into account sound, smell, haptics or taste.

The virtuality continuum is broken down into four categories:

  • Real environment: consists solely of real or physical objects. The real environment represents the left end of the virtuality continuum.

  • Augmented reality: the real world is augmented with digital elements.

  • Augmented virtuality: the virtual world is augmented by the inclusion of real or physical objects.

  • Virtual environment: consists solely of digital objects. The virtual environment represents the right end of the virtuality continuum.

It is important not to confuse the virtuality continuum components with the different extended reality (XR) technologies. The virtuality continuum is a theoretical framework. The different sections of the continuum define how many real elements vs. digital elements are displayed, starting from the left end—the real environment—where 100% of what is displayed are real or physical objects and 0% are digital elements versus the right end—the virtual environment—where 100% of the objects displayed are digital and 0% are physical objects.

Limitations of Milgram and Kishino’s Virtuality Continuum

Some researchers have stated that the virtual environment, which is considered the right end of this continuum, should be included within the mixed reality definition. They argue that a fully immersive digital environment is unreachable only considering the visual display. Even if the user only sees a digital environment, they would still have the real-world environment physical constraints; for instance, the user won’t be able to move freely if there is a physical wall in front of them, even if there is no wall in the virtual world they are immersed in. Also, they would be able to taste food or smell a flower. 

Many revised versions of Milgram and Kishino’s virtuality continuum have been developed to include the notion of a user and to include all senses. However, there is no new universally accepted standard yet.   

Learn More about the Virtuality Continuum

Learn how to design your own XR experiences with our course: How to Design for Augmented and Virtual Reality.

Watch the How To Influence Behavior Through Virtual Reality Narratives on-demand Master Class by VR pioneer Mel Slater.

To see new revisions of the virtuality continuum, read this paper: Skarbez, R., Smith, M., & Whitton, M. (2021). Revisiting Milgram and Kishino's Reality-Virtuality Continuum. Frontiers In Virtual Reality, 2. doi: 10.3389/frvir.2021.647997


Literature on Virtuality Continuum

Here’s the entire UX literature on Virtuality Continuum by the Interaction Design Foundation, collated in one place:

Learn more about Virtuality Continuum

Take a deep dive into Virtuality Continuum with our course User Experience: The Beginner’s Guide .

If you’ve heard the term user experience design and been overwhelmed by all the jargon, then you’re not alone. In fact, most practicing UX designers struggle to explain what they do!

“[User experience] is used by people to say, ‘I’m a user experience designer, I design websites,’ or ‘I design apps.’ […] and they think the experience is that simple device, the website, or the app, or who knows what. No! It’s everything — it’s the way you experience the world, it’s the way you experience your life, it’s the way you experience the service. Or, yeah, an app or a computer system. But it’s a system that’s everything.”

— Don Norman, pioneer and inventor of the term “user experience,” in an interview with NNGroup

As indicated by Don Norman, User Experience is an umbrella term that covers several areas. When you work with user experience, it’s crucial to understand what those areas are so that you know how best to apply the tools available to you.

In this course, you will gain an introduction to the breadth of UX design and understand why it matters. You’ll also learn the roles and responsibilities of a UX designer, how to confidently talk about UX and practical methods that you can apply to your work immediately.

You will learn to identify the overlaps and differences between different fields and adapt your existing skills to UX design. Once you understand the lay of the land, you’ll be able to chart your journey into a career in UX design. You’ll hear from practicing UX designers from within the IxDF community — people who come from diverse backgrounds, have taught themselves design, learned on the job, and are enjoying successful careers.

If you are new to the Interaction Design Foundation, this course is a great place to start because it brings together materials from many of our other courses. This provides you with both an excellent introduction to user experience and a preview of the courses we have to offer to help you develop your future career. After each lesson, we will introduce you to the courses you can take if a specific topic has caught your attention. That way, you’ll find it easy to continue your learning journey.

In the first lesson, you’ll learn what user experience design is and what a UX designer does. You’ll also learn about the importance of portfolios and what hiring managers look for in them.

In the second lesson, you’ll learn how to think like a UX designer. This lesson also introduces you to the very first exercise for you to dip your toes into the cool waters of user experience. 

In the third and the fourth lessons, you’ll learn about the most common UX design tools and methods. You’ll also practice each of the methods through tailor-made exercises that walk you through the different stages of the design process.

In the final lesson, you’ll step outside the classroom and into the real world. You’ll understand the role of a UX designer within an organization and what it takes to overcome common challenges at the workplace. You’ll also learn how to leverage your existing skills to successfully transition to and thrive in a new career in UX.   

You’ll be taught by some of the world’s leading experts. The experts we’ve handpicked for you are:

  • Alan Dix, Director of the Computational Foundry at Swansea University, author of Statistics for HCI: Making Sense of Quantitative Data

  • Ann Blandford, Professor of Human-Computer Interaction at University College London

  • Frank Spillers, Service Designer, Founder and CEO of Experience Dynamics

  • Laura Klein, Product Management Expert, Principal at Users Know, Author of Build Better Products and UX for Lean Startups

  • Michal Malewicz, Designer and Creative Director / CEO of Hype4 Mobile

  • Mike Rohde, Experience and Interface Designer, Author of The Sketchnote Handbook: The Illustrated Guide to Visual Note Taking

  • Szymon Adamiak, Software Engineer and Co-founder of Hype4 Mobile

  • William Hudson, User Experience Strategist and Founder of Syntagm

Throughout the course, we’ll supply you with lots of templates and step-by-step guides so you can start applying what you learn in your everyday practice.

You’ll find a series of exercises that will help you get hands-on experience with the methods you learn. Whether you’re a newcomer to design considering a career switch, an experienced practitioner looking to brush up on the basics, or work closely with designers and are curious to know what your colleagues are up to, you will benefit from the learning materials and practical exercises in this course.

You can also learn with your fellow course-takers and use the discussion forums to get feedback and inspire other people who are learning alongside you. You and your fellow course-takers have a huge knowledge and experience base between you, so we think you should take advantage of it whenever possible.

You earn a verifiable and industry-trusted Course Certificate once you’ve completed the course. You can highlight it on your resume, LinkedIn profile or website.

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