With the upcoming WWDC event, XR audiences are eagerly awaiting Apple’s potential introduction of a revolutionary immersive device, which could shake up the entire technology sector. The impact of Apple’s potential XR device is discussed in a deep dive interview with Vanessa Mullin, Director of Social, Games, and Metaverse at Agora, a provider of real-time engagement solutions such as remote assist and IoT services.
Regarding the design of the device, Mullin predicts that Apple will retain its characteristic sleek and lightweight design, shifting consumer mindsets away from physical screens and towards an AR passthrough that eliminates the need for a desk. The features will be aimed towards daily use, not just gaming, with mass appeal to consumers. Although the price point could be relatively high, Apple’s market share will likely result in large-scale adoption, especially if it has practical use cases.
Mullin also discusses how Apple’s potential XR splash could affect competition in the marketplace, with the company potentially breaking into the consumer market without appearing too bulky or futuristic, unlike other headsets available. Apple’s vision is to create something that can be taken on-the-go, which will make it more palatable than other headsets and break into the consumer market in a big way.
Regarding where Apple stands in the immersive enterprise space, Mullin sees it more as a mainstream enterprise tool instead of an immersive one. While she thinks that those in fields like construction and manufacturing may not adopt these tools, mainstream enterprise companies, such as Salesforce, may use them to remove monitors and allow people to have a screen-free presence in the office.
Mullin also predicts that Apple could respond to the current standing of the metaverse by pushing the vertical back into a positive light. With tools that are XR first, the metaverse could be more palatable to mainstream consumers as it provides an immersive reality that’s an extension of their existing reality.
Accessibility is another crucial consideration that Mullin highlights during the development of XR solutions. Apple’s potential device must be accessible to the everyday consumer, with mass adoption, and not just appealing to a small niche of consumers. By taking something bulky and turning it into something that fits seamlessly into daily life, Apple can make the device accessible to everyone.
In conclusion, the potential impact of Apple’s XR device is set to be significant, with wide-scale adoption by both Apple’s super users and consumers alike, along with potential use by mainstream enterprise companies. As always, Apple aims to shift consumer mindsets towards innovative technology that makes daily life simpler, more convenient, and more enjoyable.