Apple’s Vision Pro headset couldn’t have happened without developers. In an exclusive interview, Apple and third-party app designers tell us how it went down.
Apple’s Vision Pro headset hasn’t launched yet, but already it’s become one of the most hotly debated devices on the planet. Whether you think it’s the most exciting gadget in years or a potebtial waste of time and money, chances are Apple has got you talking about it.
The developer response In the weeks after Apple unveiled the Vision Pro headset at its Worldwide Developers Conference in June 2023, there were reports that the device’s developer labs — where app creators could work directly with Apple to bring their ideas closer to a finished product — were sparsely attended, suggesting a collective shrug of the shoulders from the developer community.
Ryan McLeod, game designer at Shapes & Stories and developer of the Blackbox iOS game, says that the hands-on sessions — which Apple calls labs — made a real difference for him. “It’s hard for me to imagine being inspired enough to build Blackbox for Vision Pro without having had ample hands-on time,” he notes. “I think it’s going to be critically important that as many developers as possible — especially smaller indie teams — get that opportunity and support for the platform.
“Not at all,” says Tommy Palm, CEO of Resolution Games, a company that has been making XR games for years. “I feel very convinced that Apple coming into this market segment is going to be monumental,” he explains, comparing the dawn of Vision Pro to the early stages of the computer era in the 1980s. Convincing a wary public Despite the efforts of Apple and its rivals, there’s still a degree of wariness about strapping a large, hot device to your head for an extended period of time . This is a problem Apple is going to have to face as well, so what has it done to persuade a skeptical consumer base to overcome their initial hesitations?
Yet the form factor is important to some degree, as Apple deliberately avoided relying on custom hand controllers with Vision Pro. Instead, Apple wanted users to interact with the headset in a very different way: “We came to the most simple conclusion, which is: [people] should use something they already know how to use. It’s their eyes, it’s their hands, it’s their voice.
There’s more that could be done, though. Palm believes that “Apple needs to continue to build tools and solutions that support them as the platform expands,” arguing that this is just important as the “big, important first steps” of building a strong relationship with both developers and consumers.
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