![]() As Steven Aquino points out on Mastodon, Apple’s accessibility features, like Describe Passthrough, are designed to give Blind or low vision people “access to things we otherwise could not experience.” One of these is Describe Passthrough, a feature aimed at Blind or low vision people users. AccessibilityĪpple says that developers should make full use of accessibility features, like VoiceOver. They’re ideal for frequently accessed functions, keeping them within easy reach without extra windows. Ornaments can be placed on any edge of a window and include buttons, segmented controls, etc. They float parallel to the window and move along with it. In visionOS, ‘ornaments’ are elegant UI elements that offer controls and info related to a window without cluttering the content. With some apps, there may be buttons and controls you’re going to use frequently, and visionOS provides a way to keep these readily available. Interestingly, apps wouldn’t be able to tell how much immersion you have chosen, as this setting is not shared with them. ![]() We shouldn’t necessarily expect third-party apps to choose one level of transparency and stick to it: Apple suggests that developers “consider varying levels of immersion to suit different moments within the app.”Īdditionally, apps should allow users to “choose immersion levels” using the Digital Crown. ▶️ Play with the spectrum of immersion using passthrough to blend virtual & real worlds. One visual shows the range of transparency available for Passthrough, with Apple inviting developers to experiment with this. Passthrough is the ability to use the external cameras to blend your actual environment with AR and VR content. For example, the size of a window will automatically increase or decrease as it moves closer or further away in the virtual world. ![]() VisionOS has a number of tools to assist in creating a natural-looking world. Shadows and occlusion also help with natural depth perception, though developers are asked not to go crazy with this.ĭon’t overuse it though – it should add value, especially in separating large elements. Apple says this is a mistake.Īnchor content in space instead of the user’s head for natural interaction, and use depth to create lifelike visuals with hierarchy. Some VR apps on existing headsets have virtual elements that stay in front of the user, no matter where they are looking. ![]() Creating lifelike experiencesĪpple provides a number of guidelines on ensuring that VR elements feel as real as possible.Ī key one is to ensure that things stay put in virtual space. It will be interesting to see how both Apple itself and other developers tackle this. Other VR headsets, like Quest, have a significant emphasis on apps that encourage physical movement, whether that’s through guided workouts or simply games like tennis, in which users physically act out the gameplay. Adopt ARKit for content blending and pay attention to visual comfort.Įlsewhere, Apple advises against “overwhelming motion” and “encouraging excessive movements.” This is an interesting one, as it was notable that the Cupertino company didn’t show off any fitness applications. Ensure people’s comfort & safety, and avoid sudden movements. Use cues like dimming, Spatial Audio, and gentle transitions to engage users in key moments. Vision Pro developer guidelines on fitness appsĪpple is clearly concerned about the risks of motion sickness when using Vision Pro, as the guidelines warn developers to be careful to ensure “ visual comfort.” Third-party Vision Pro apps are likely to play a significant role in boosting the appeal of the device, and Apple is offering developers advice on providing the best user experience …ĭeveloper Steve Moser highlighted some of these. The company also released Vision Pro developer guidelines, which provide more clues about the upcoming spatial computing experience. Apple yesterday released the first SDK for visionOS, and we dived into the Xcode simulator to take a look at what we can expect.
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