Process
Omni 1.0: Foundations (2018)
Focus: Establish coherence across VR and 2D.
Unified color system, typography, iconography
Shared Sketch UI library
Unity VR component set
Initial cross-team review workflow
Omni 2.0: Visual Language & System Adaptation (2019–2020)
Context
As VIVE evolved from PC VR to all-in-one (AIO) devices, the design system needed to respond to new constraints: lighter hardware performance, longer daily usage, and increasing adoption in enterprise and B2B environments.
Visual Language Evolution
Omni 2.0 introduced a lighter visual language with a 2.5D approach. This allowed the system to retain depth and hierarchy while reducing visual fatigue and performance cost—striking a balance between spatial clarity and long-term comfort for AIO usage.
Theme & Color System Expansion
A key shift in Omni 2.0 was the introduction of a theme-ready color system. Primary (accent) colors were redefined at a system level, enabling global replacement through shared color definitions. This allowed enterprise clients to adopt their own brand colors without fragmenting the design system or redesigning individual components.
System Impact
Enabled scalable brand customization for B2B use cases
Maintained consistency across VR, PC, Web, and Mobile
Prepared the foundation for future tokenization and system automation
Omni 2.0 marked the transition from visual consistency to system adaptability—ensuring the design system could evolve with both technology and business needs.
Transition — From Omni 2.0 to Omni 3.0
Omni 2.0 established adaptability at a system level—introducing a lighter visual language and a theme-ready foundation that allowed the design system to scale across devices, brands, and business contexts.
As hardware capabilities and product ambitions continued to evolve, new challenges emerged.
XR experiences were no longer limited to a single input method or a fully immersive environment. Interaction models expanded beyond controllers to include direct touch, eye tracking, and spatial gestures. Mixed reality scenarios introduced new visual constraints, where interfaces needed to coexist with the real world rather than replace it.
These shifts required more than visual updates or theme extensions.
They called for a deeper rethinking of interaction architecture, component behavior, and system-level rules—one that could support multiple input modalities, spatial contexts, and platforms without fragmenting the experience.
This led to the next evolution of Omni.
Omni 3.0: XR Interaction Architecture & Token Expansion (2021–2025)
Multi-input interaction model
Near range (0 to 0.4 m): direct touch
Middle range (0.4 to 1 m): touch or ray-based
Far distance (beyond 1 m): raycast, gaze, pinch
Spatial ergonomics
Reach-based layout zones
Panel sizes based on distance & FOV
Minimum touch target 56 × 56 px at 1 m
Clear readability & comfort rules
MR-ready visual system
Transparent & glass-style UI
Depth layering with blur
Real-world contrast testing
Tokenized foundations
Tokenized color, radius, elevation, typography
Multi-theme switching
Shared semantics across VR and 2D kits
Dual-kit system
Master Kit:tokens, icons, shared assets
VR Kit:spatial components
2D Kit:PC / Web / Mobile components
In-context validation across real spatial environments.
Omni 3.0 was developed and validated alongside live XR products.
System Continuity
Omni 3.0 evolved alongside XR products and was continuously validated through real product implementation. Its application at runtime and system-level execution is detailed in Case 2: VRS. (Hyperlink)