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Andy Matuschak
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Some initial rough notes on the Vision Pro

🕑 Added 2023-06-06 20:20:24 +0000 UTC

Comments

Andy Matuschak

I'm really looking forward to reading more of your thoughts, Yiliu. In fact, that was one of the first things I thought when I saw the announcement! :)

Yiliu Shen-Burke

Andy, thank you so much for this impressively detailed and deep "first reaction" post. It sets quite the high-water mark for any subsequent analyses of Apple's proposal for spatial computing, and makes my life harder as I'm putting together such a piece right now. My interpretation of the relatively conservative software paradigm that Apple is leading with is to force a hard reset in the public's mind of what a spatial software environment is. They're trying to clear away the heavily modeled, textured, immersive, metaversal mental image that other XR companies have leaned into. To do so, they're proposing the smallest possible step change between a paradigm the public has already internalized--the iOS home screen and screen-sized app windows--and a spatial paradigm. My hope is that Apple will continue to climb the conceptual ladder from "iPad screen" to "iPad screen elements arrayed in space" toward a natively spatial interface model. Of course, my reading here is heavily biased given my work on Softspace. But I believe many others besides would disappointed if the currently proposed paradigm turned out to be as far as spatial software makes it in any mainstream way.

Deniz Aydemir

Really great to hear your opinions, and the extra context about the depth-related work put into iOS over the years is especially interesting! From what I have been able to parse from the keynote and the sessions, visionOS is a pretty profound step into formalizing the idioms for spatial interfaces. I think the idea of AR object permanence is critical for making these spatial interfaces navigable and usable, and, as expected based on the years of work on AR anchors in iOS, visionOS seems to be leaning on that at its core. The functionality that exemplified this for me was described in one of the sessions where they discuss how ARKit will now persist the world model in a given space across sessions. I'm not 100% sure, but I think it will work like this: You can set up your living room Shared Space in a certain way, then go to work and set up your office Shared Space a different way, then when you come back to your home your living room will still be set up the way you left it. Even if not supported at launch, I imagine it will be a priority to have this persistence and object permanence work in multi-room set ups so you can build something like a home-wide Shared Space. Essentially, I think Apple is buying into your idea of "ubiquitous computing, spatial computing objects" and making sure that they fit as naturally as possible into the way we experience the physical environment. Along with this, I imagine they will push developers towards volume interfaces over window interfaces as it becomes clear what kinds of volume UX work well. This probably means making native SwiftUI types eventually display as volumes instead of windows, and creating some standard ways that 2D UI can map to 3D (NavigationStack converts to an actual 3D stack in visionOS, allowing the user to thumb through the stack, for example). All this seems to follow naturally from this initial state of visionOS. Regarding eye tracking: from the reactions I've seen of reviewers on YouTube who have had a chance to try the headset on, they are universally raving about the quality and speed of the eye tracking. While taking the opinions of invited reviewers with a grain of salt, it seems like the eye tracking might be up to the task you describe, and be the "killer UX" for Vision Pro like multi-touch and inertial scrolling were for iPhone.


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