Unlocking the Power of Spatial Design in visionOS

3 min read

The imminent release of the Apple Vision Pro brings a new challenge for developers, as they consider how to build apps for the headset. Unlike traditional apps for Mac or iOS, which rely on a flat plane and established user interface language, visionOS forces developers to embrace new ways for users to interact with their apps. Apple has provided extensive documentation and tutorials for designing for spatial computing, and there are several key points to keep in mind as developers design apps for visionOS.

One important consideration is whether to create apps in passthrough mode or immersive mode. In passthrough mode, users see their surroundings through the Apple Vision Pro headset using its built-in external cameras, while apps and windows are displayed floating in space. This mode allows users to interact with the user interface using gestures and eye movement. In immersive mode, users enter a complete 3D world surrounded by a 3D-generated scene containing 3D objects. Apple recommends starting users in passthrough mode and transitioning to immersive mode if necessary, as some users may find immediate immersion in a 3D space jarring.

Gestures play a crucial role in the interaction with the Apple Vision Pro, as users can control and manipulate the interface using only their hands and eyes. To implement gestures in a visionOS app, developers must consider the use of entities, which are objects that can receive input in visionOS. Components such as input, world, view, view attachment, hover effect, collision detection, and text components control different aspects of visionOS’s interface and control. Developers can add these components and customize the input and interaction experience for users.

In addition to gestures, the Apple Vision Pro introduces the concept of virtual hands, allowing users to raise their hands and control objects in their field of view. This provides a classic UI concept of direct manipulation without the need for a physical input device. It opens up new possibilities for user interaction and control, especially in immersive games.

Developers also need to consider comfort and 360-degree views when designing apps for the Apple Vision Pro. Users will be able to swivel, rotate, bend, squat, or sit while using the headset, so it’s essential to design apps that accommodate different movements and provide a comfortable experience. Apple also advises against using 360-degree or wrap-around views in apps, as this may cause discomfort for users.

Overall, app developers need to consider a range of factors when building apps for the Apple Vision Pro, including mode selection, gesture control, virtual hands, comfort, and 360-degree views. By keeping these considerations in mind, developers can create engaging and user-friendly apps for the upcoming headset.

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