AR / VR / XR Developer
XR developers must communicate spatial concepts — field of view, presence, degrees of freedom — to designers, product managers, and platform reviewers who may never have worn a headset. This path builds the vocabulary to document interactions, write release notes, explain performance constraints, and pitch spatial experiences clearly across technical and non-technical audiences.
Topics covered
- spatial computing
- visionOS
- XR input methods
- MR/AR/VR distinctions
- performance optimization
- WebXR
Vocabulary spotlight
4 terms every AR / VR / XR Developer should know in English:
Computing that blends digital content with the physical world, allowing interaction in three-dimensional space
"Apple Vision Pro marked a major step forward for spatial computing as a consumer platform."
A camera-based feed of the real world displayed inside a headset, enabling mixed-reality experiences
"In passthrough mode, virtual objects appear to sit on your real desk."
The angular extent of the observable world visible through a headset at any moment
"The wider field of view in the new headset makes peripheral content feel more natural."
Six degrees of freedom — the ability to track position and rotation on all three spatial axes, enabling full room-scale movement
"Without 6DoF, users cannot lean in to inspect objects placed in the scene."
The subjective feeling of "being there" in a virtual environment; a key quality metric for immersive experiences
"Latency above 20 ms breaks presence and causes simulator sickness."
A visionOS window mode that takes over the full field of view for a fully immersive experience
"We use an immersive space for the 3D model viewer so nothing distracts from the object."
📚 Vocabulary Reference
Key terms organised by category for AR / VR / XR Developers:
Spatial Concepts
Tracking & Input
Platforms & APIs
Performance
Recommended exercises
Real-world scenarios you'll practise
- Documenting XR UI interactions in a design spec so a designer unfamiliar with 3D space can understand the interaction model.
- Explaining spatial audio positioning to a sound designer new to XR development.
- Writing visionOS App Store release notes that highlight the immersive features without using jargon.