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Reimagining user interaction with VisionOS

Explore the challenges and opportunities of developing for Apple's VisionOS, including technical hurdles, design considerations, and the potential future impact on content consumption and beyond.

VisionOS, Apple’s groundbreaking operating system for spatial computing devices like the Vision Pro is reshaping the landscape of app development. This isn’t just another platform update or iterative improvement.
We’re talking about a paradigm shift that’s challenging everything we know about creating digital experiences.

Unlearning the iOS way and embracing spatial computing

When we first started exploring VisionOS, we had to do some serious mental recalibration. As mobile architects who've been knee-deep in iOS for years, VisionOS is a whole new ball game for us.
Here’s the first thing you need to know: forget (almost) everything you know about iOS app development. We’re not kidding. Even the most basic interactions need to be reimagined.
Think about it — how do we design an authentication screen when our users are interacting in 3D space? It’s mind-bending stuff.
We’re moving from touchscreen taps to gesture-based commands in 3D. Buttons, menus, forms - all these UI elements we’ve taken for granted? They need a complete overhaul for spatial computing.
It’s challenging, sure, but it's also incredibly exciting. We’re not just building apps anymore; we’re creating entire virtual spaces for users to interact with.

Technical challenges

Now, let’s get into the nitty-gritty. One of the biggest hurdles we’re facing is framework compatibility.
VisionOS comes with its own set of frameworks, plus some shared ones from iOS. But here’s the kicker — some of those shared frameworks are either partially or completely incompatible with VisionOS.
What does this mean for us? We can’t just copy-paste our iOS code and call it a day. We need to dive deep into VisionOS-specific components and APIs designed for 3D environments and gesture-based interactions.
It’s a steep learning curve, but Apple’s got our backs with some solid documentation on iOS migration and compatibility.
Even with familiar tools like SwiftUI, we’re having to relearn how to apply these patterns in a 3D, spatial context. It’s like learning to code all over again but in three dimensions.

Design guidelines

Apple’s not leaving us in the dark here. They’ve provided specific design guidelines for VisionOS, and let us tell you, these are our new best friends.
These guidelines cover everything from best practices for gesture-based interactions to the proper use of depth and dimensionality in the UI.
Following these guidelines is crucial. They’re not just suggestions — they’re the key to creating apps that feel native to the VisionOS environment. We’re not just slapping a 3D interface on our existing apps; we’re creating entirely new experiences that take full advantage of spatial computing.

Developing without hardware and testing challenges

Here’s where it gets really interesting — and challenging. Most of us are developing for VisionOS without actually having access to the Vision Pro hardware. It’s expensive, hard to get, and honestly, most developers won’t have one anytime soon.
So, how do we tackle this? We get creative.
In our team, we’ve been watching TikTok and YouTube videos to understand how other developers are approaching VisionOS apps. It’s not ideal, but it’s giving us insights into things like multi-window applications in a 3D environment.
We’re also leaning heavily on Apple’s Development Toolkit. XCode has been our go-to for testing UI components and gestures. And when it comes to quality assurance, we’re relying on our product manager who has access to a Vision Pro device.
The team also relied heavily on Apple’s Development Toolkit, using XCode to test UI components and gestures. The product manager, who had access to a Vision Pro device, was responsible for quality assurance testing. 

The future of content consumption and beyond

While our current project is focused on a specific use case, we can’t help but get excited about the broader possibilities of VisionOS, especially in content consumption. Imagine watching a game with your friends’ avatars right next to you, feeling like you’re all in the same room.
It’s not just about watching content; it’s about experiencing it in a whole new way.
But it doesn’t stop at entertainment. Think about education — students interacting with 3D models of complex systems. Or business meetings where participants are represented by avatars in a shared virtual space. The potential applications are mind-blowing.

The VisionOS frontier

Developing for VisionOS isn’t just about learning new APIs or frameworks. It’s about reimagining how users interact with digital content in a spatial environment.
We’re working on something that, quite frankly, almost nobody knows how to do yet. It’s challenging, it’s exciting, and it’s pushing us to be more creative than ever.
Yes, VisionOS is still in its early stages. Yes, the hardware isn’t widely accessible yet. But that’s exactly why now is the time to start thinking about how our apps and services could evolve in a spatial computing world.
The learning curve is steep, but the potential for innovation is off the charts.