Throughout the design process, prototyping and user testing were our best friends, helping us iterate towards effective solutions. Prototypes were built in a mix of Unity, WebVR, and Chrome VR itself, which used a new 3D UI stack built by Chrome engineers.
Our primary design challenge was adapting the conventions of traditional browsing to the affordances of Daydream's low-resolution displays and laser pointer-style controllers. Text and buttons needed to be larger, relative to content, in order to be legible and accessible. This limited how much UI could be displayed concurrently, requiring new approaches to common browsing tasks such as managing tabs, entering URLs, and switching to Incognito mode. These new solutions had to both be effective within VR, and conform to Chrome for Android conventions, so that VR and mobile felt cohesive (particularly important on Daydream, where users could switch between VR and mobile in an instant, by simply removing their phone from the Daydream headset).