"In VR, your hands and your influence on the world are not the same thing."
Nothing stops you from holding your hands further apart than the object you're holding is long. Hands On embraces this separation and makes it clear to the user while handling the cases where it would get annoying.
Ironically, it makes interactions much more intuitive by making them less like real life.
Hands On set out to realize four qualities that would improve user experience significantly.
It is not that none of these existed yet, but that I felt they had not been unified and made in a way that feels good to the user
We are two-handed creatures.
Using two hands is what comes most naturally to us. So why do most VR experiences handicap us into only using one hand at a time?
Everyday objects are not weightless and people do not have infinite strength. For interactions to feel natural, a user needs to sense the weight and volume of an object even if they cannot physically feel it.
Because you cannot physically feel a virtual object, extra care must be taken to clearly communicate what the user is doing with it. Clever use of haptics and visual feedback can help.
Game physics feel bad, most of the time. Hands On does not use force/damper systems or rigid constraints to avoid the digital oddities that these systems bring to the table.