If you're targeting a game or other application for VR (and assuming generally similar hardware to DK2 or whatever), there are a lot of design decisions you can make to improve the experience. Something as simple as using larger text goes a long way. Color choices help, as does less focus on lists and menus in favor of gaze-based control.
Then there's the general stuff like "not trying to shoehorn that awesome first-person-shooter style that was so great on 2D screens into VR". Yeah, it's neat to look around in a FPS-style game but whereas seated or less frenetic experiences are gorgeous and immersive, asking someone to run around in first person while actually sitting in a chair is nauseating. I've seen all the omni-treadmills and other workarounds and I appreciate the way people are trying to engineer solutions but I feel like it misses the point. Some things just work well in VR while other things require a lot of tradeoffs or addons.