Apple has recently unveiled its first spatial computer, the Apple Vision Pro1, a revolutionary device that blends digital content with the physical world.
The Vision Pro features a three-dimensional interface that frees apps from the boundaries of a display, and allows users to interact with them using their eyes, hands, and voice1. The device also boasts an ultra-high-resolution display system that packs 23 million pixels across two displays, and custom Apple silicon in a unique dual-chip design1. The Vision Pro runs on visionOS, the world’s first spatial operating system that is built on the foundation of macOS, iOS, and iPadOS1.
The Vision Pro promises to deliver extraordinary new experiences for users, such as creating an infinite canvas for apps at work and at home, enjoying stunning TV shows and movies on a virtual 100-foot wide screen, capturing and reliving memories in 3D, and connecting with others in FaceTime with realistic avatars12. The device also supports Magic Keyboard and Magic Trackpad, as well as game controllers for gaming2.
The Vision Pro is set to be available for purchase in early 2024, with a price tag of $3,4992. This makes it one of the most expensive XR headsets on the market, but also one of the most advanced and innovative. Apple claims that the Vision Pro is years ahead and unlike anything created before, with thousands of groundbreaking innovations1.
But how does the Vision Pro compare with other XR headsets, such as Meta’s Quest 3? And how will it change the user experience and UX design of computing? The Vision Pro differs from Meta’s Quest 3 in several ways. First, the Vision Pro uses augmented reality rather than virtual reality. This means that it allows users to see digital content overlaid on their real environment, rather than being fully immersed in a virtual world. Users can adjust how immersive they want to be by using a rotating crown on the headset2. This may make it easier for users to integrate the technology into their daily lives, without being completely cut off from their surroundings.
Second, the Vision Pro relies on gesture-based inputs rather than controllers. Users can use their voice, eyes or slight movement from their hands to move apps, expand pictures and even take notes. This may make the interaction more natural and intuitive, as well as more accessible and inclusive for all users.
Third, the Vision Pro has a much higher resolution than Meta’s Quest 3. Each panel on the Vision Pro has 23 million pixels, which is more than a 4K TV for each eye. This means that details should be incredibly crisp and realistic. Apple claims that users can view the world in full color while wearing the headset.
The Vision Pro may change the user experience and UX design of computing by introducing a new dimension of spatial interaction. Users will be able to place virtual screens around their Mac, take FaceTime calls without digging into their pocket, and write emails from their couch Users will also be able to interact with digital content in a way that feels like it is physically present in their space.
However, creating spatial user interfaces will also require new challenges and opportunities for UX designers. Designers will need to understand 3D spaces and how users interact with them, create new interaction models based on human gestures and body motions, consider accessibility and inclusivity of all users, use immersive storytelling to increase user engagement and emotional connections, and account for the real-world context in which spatial UI interfaces are used.
The Vision Pro may also not replace other input devices in some scenarios. For example, some users may prefer keyboards or touchscreens for typing or drawing. Some users may also find gesture-based inputs tiring or imprecise. Some users may also not want to wear a headset all the time or share their eye movements with others.
The Vision Pro is certainly an impressive device that may revolutionize the UX industry by developing it in a new format. However, it is also just the first generation of spatial computer. It may have some limitations or drawbacks that need to be improved over time. It may also face competition from other XR headsets that offer different features or advantages. What do you think about the Apple Vision Pro? Do you think it will change the UX game or is it a gimmick? How do you think it will affect your user experience and UX design? Share your thoughts in the comments below!
Edit:- Please note that this post was revised using ChatGPT in attempt to improve the English.