With the introduction of Apple Vision Pro earlier this year, our world has come a little closer to Mixed Reality being part of our everyday life (pic 1). And as we embark on this journey of a new type of interaction with the physical space, I think it is vital to consider universal design principles and how they can shape the experience of mixed reality including augmented reality (AR).

Priced at $4000, the controversial Apple Vision Pro is notably expensive, which has prevented me from experiencing it firsthand (yet). Nevertheless, I am familiar with other VR headsets, and drawing from reviews and demos available online, I aim to explore how design principles can be, or already are, integrated into AR wayfinding.
At its core, Apple Vision Pro is a spatial computer that integrates digital content and applications into our physical environment. Its navigation is executed through gestures, including hand and eye movements. This is an important aspect since it shapes the user experience the most. According to the reviews, the gestures are quite intuitive and they don’t require controllers as in other headsets which makes AR finally more integrated into the real world. This is also the reason why I am hopeful about this device: there were multiple attempts to make wayfinding in AR, but through the screen, which limited the hand movement, and overall is not as convenient to use consistently.
Mixed reality can be scary; while tech CEOs like to call it the future of technology, many people are anxious about possible ways it will change how we interact with the world and with each other. I share these concerns about some tendencies people in tech now have when it comes to VR and AR: their desire for gamification of every activity, for example, incentivizing going for a simple walk by collecting coins seems a little dystopian to me. Capitalists also love to come up with ideas how they seamlessly can integrate their ads in AR and make it cost-efficient.

One of the most significant issues I find with headsets the way they are now is safety. Even when advised not to wear Apple Vision Pro when moving outside, I already saw a few videos of people walking in New York with the headset on. (pic 2) Now imagine: John is minding his own business in his new Vision Pro and collects his little coins that are gold and flashy and incentivize him to walk. At one point, he is so focused on this activity that he doesn’t realize that he wandered into oncoming traffic and the inevitable happened. Inattentional blindness will definitely happen to users, and it is our job, designers and engineers, to detect the potential danger and effectively communicate it to the user before it’s too late.
While to some degree using AR for wayfinding may cause loss of navigation skills, I believe that this technology may be extremely beneficial in terms of inclusion and accessibility. Devices like Apple Vision Pro could benefit certain demographics in a long run by normalizing wearing a mini computer on your head, and could result in, e.g., providing real-time subtitles for deaf users or automatically guiding individuals with dementia back to familiar locations when they become disoriented.
When delving into the realm of augmented reality (AR) and its potential for enhancing wayfinding, there are a few key considerations that come to my mind. For reference, there is no map app in the Apple Vision Pro at the moment. However, Apple had AR implemented in maps on the phones (pic. 3), so there is a high chance that they are going to implement it in their AR interface (pic. 4).


One of them is the importance of maintaining consistency in design. I’m not just talking about making things visually appealing; it’s about ensuring that the user experience is seamless and intuitive. Traditional wayfinding signs serve as a sort of universal language, and it’s crucial that AR signage follows suit. Moreover, it is important to keep the external consistency; signs may need to adapt based on the user’s geographical location, such as displaying distances in miles for users in the US and meters for those elsewhere.
Another aspect to ponder is the level of control afforded to users in AR wayfinding experiences. People have different degrees of experience and proficiency with technology, so it makes sense to offer different levels of guidance. Proficient users might appreciate more options of routes with different characteristics, while beginners may prefer a one route to follow with no other options.
Incorporating nudges is integral for successful design: adding subtle prompts that can provide valuable feedback, e.g., displaying the remaining distance to the destination or subtly adjusting the color palette of signs to indicate proximity. Additionally, making the destination stand out visually can help users maintain their bearings and give a literal visual goal.
Lastly, it’s crucial to have forgiveness in place: implementing warnings if users stray off course or if their device’s battery is running low. Incorporating backup measures, like a 2D map accessible even when the headset is offline, can be a safety net for users.
As designers, it is our responsibility to embrace technological advancements and try to create the best possible user experiences, even if we, ourselves, are not fans of the technology itself. Rather than being intimidated by change, I believe in working collaboratively to address challenges and maximize the benefits of emerging technologies.
References:
Lidwell, William, et al. Universal Principles of Design, Revised and Updated : 125 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach through Design, Quarto Publishing Group USA, 2010. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/nyulibrary-ebooks/detail.action?docID=3399678.
https://support.apple.com/en-ae/guide/apple-vision-pro/tan1e2a29e00/1.0/visionos/1.0