With the rapid development and increasing utilisation of eXtended Reality (XR), sustainability considerations have become an important factor in the design process. Despite the many advantages of XR, existing studies covering design education research show a fragmented early phase application use primarily focusing on local use-cases rather than global interconnected alternatives. While many universities are developing their digital capabilities using XR for various educational purposes, few examples exist of interceded activities using multiple variations of XR (i.e., VR, AR, or MR). Establishing a more interconnected set of use-cases is important to fully realise the potential of this technology. Past methodological considerations have been presented through guided design steps when working with elements of XR. However, to position early attempts to work on design imperatives using XR this paper presents a literature review and content analysis to examine the current state of design principles for XR. By utilizing the Design Society's knowledge repository, it employs a categorization process and charts valuable insights of existing XR pedagogical practices. Ultimately, this paper highlights the importance of considering sustainability in digitally enabled prototyping steps and practices using XR and its relevance for the E&PDE community. It also emphasises the need for more research and attention on how XR is practised and how it can be used to advance sustainability efforts.