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What is it like working on an XR product for Product, Design, and Engineering teams?

Rekha Mathew working photo

What is an XR product?

An XR (Extended Reality) product is a digital product or application that incorporates immersive technologies such as virtual reality (VR), augmented reality (AR), or mixed reality (MR) to create interactive and immersive experiences for users. XR products blend elements of the real world with virtual elements, allowing users to interact with digital content in a more immersive and engaging way. These products can range from entertainment and gaming applications to educational tools, training simulations, virtual meetings, and more. The term "XR" encompasses a broad spectrum of immersive technologies and experiences, offering endless possibilities for innovation and creativity in product development.

Background

As a product person, I have explored creating a VR experiential product for dancers. However, this did not satiate my curiosity on the topic. To delve deeper, I connected with some amazing talents in the XR space from around the world to gain their perspectives as Founders, Product Managers, UX Designers, and Engineers.

Based on my personal experience and insights from others who have worked in this space, below are some common conversations you’ll encounter when working on an XR project. I’ve also provided guidance on how to navigate them in this blog

Product

1. "Let's build XR products because they are super cool!" - XR is something that might show a spike and become a fad. How to make sure that it gets in the user's existing process and is not just a nice-to-have? - Map out the customer journey from the beginning. Make sure your research answers all questions in each part of the journey. Again understand that this is only the best guess you can make and need to later rule out instances of it being a fad.

2. "What does it take to make XR products profitable?"- To build a successful XR product, focus on two key aspects: solving a problem that can only be solved using XR and delivering a delight that is significantly higher than alternatives. Why so? Remember that type of hardware, discomfort, new tech, and environment, all are friction points for product adoption. If users don't get value or only little value, there is a high chance they will abandon it. So try to understand how smoothly the solution fits in their daily life for the use case you have identified.

Before proceeding, assess alternatives. Can the same objectives be met without VR, and if so, how does VR compare in terms of quality, cost, and enjoyment? How will the VR experience fit into the overall strategy and vision of the business?

Conducting a comprehensive analysis helps gauge XR's value and refine the product concept. By meeting genuine needs, providing significant delightful experiences, and strategically evaluating alternatives, companies can establish a foothold in the XR market.

3. "Why does everything feel so different when working with the engineering and design teams?" - XR product development poses unique challenges, notably in collaboration between teams. Unlike traditional projects, XR demands extended timeframes for concept validation due to field testing necessities, compounded by market niche and high entry barriers. To enhance collaboration, product teams must grasp XR's technical constraints, divide into team working synchronously, foster iterative feedback loops, and prioritise cross-functional communication from project initiation for streamlined development process. Most importantly, patience is needed to bring everything together!

Design

1. "Having a senior designer mentality. But I am only a junior designer!" - Adopting a senior designer mentality as a junior designer can be helpful while building XR products. This involves delving into various design possibilities, exploring alternate paths, and pushing promising concepts further to their full potential. It's about embracing the iterative process, where each idea leads to branching possibilities, and sometimes even revisiting earlier stages to uncover alternative solutions. And ta-da! - you get to a really good solution.

2. "Designing for users. But what about the environment they will experience?" - In XR design, it's not just about users; the environment holds significant importance. And that role actually changes depending on whether you are designing for AR, where the environment is given and your experience has to blend in, or VR, where you as the designer are actually creating the user's environment.

In VR, emphasis lies on environmental design encompassing technical and creative elements like spatial audio, lighting, and aesthetics, whereas in AR, it revolves around environmental understanding. Understanding the distinction between physical and virtual environments, the nuances of characters like avatars, and the complexities of environmental interaction, whether explicit or implicit, are crucial. Key considerations for VR UX include comfort, immersion, presence, interaction, and feedback to ensure a seamless experience and mitigate issues like motion sickness.

3. "Working with UI/UX designers. But how about the 'other' designers?" - The design team for XR products extends beyond the traditional UI/UX roles to include Animation expert, XR Designers and Developers, 3D Artists, Motion-capture Actors, Sound technicians, Light technicians etc. This brings a unique set of skills and challenges that need to be navigated.

4. "Why is everything taking so long? And I'm not just talking about design" - Additionally, navigating complex system configurations, especially concerning high video rendering, required meticulous planning on system configuration and continuous coordination between teams to ensure smooth execution.

Engineering

1."Let's build using this tech stack.. Or that?" - In our rapidly evolving field, selecting technology that's compatible across diverse devices while future-proofing against advancements is crucial. However, the concept of future-proofing is challenging due to hardware limitations and the unpredictability of technological shifts. Rather than aiming for future-proofing, it would be better to suggest a pragmatic, case-by-case approach to XR product development. By setting clear boundaries and openly acknowledging limitations for each device or scenario, it is possible to navigate technological evolution effectively.

2. "I'm still waiting to hear back from others to get started with my work" - One significant hurdle is managing dependencies, particularly balancing the concurrent efforts of XR experience creation, video production with the apps UI/UX and the engineering team's app development. The worst-case scenario is when each team is waiting for the other to start their work.

To overcome this, it is key to implement robust communication channels and agile project management methodologies, enabling seamless coordination and alignment of tasks across teams.

3. "Build cycles..shorter or shortest?" - Lastly, adapting to short sprint cycles that accommodated both technological advancements and user feedback necessitated a flexible approach. With tech evolving at lightning speed, newer and better devices can pop up mid-development, or users might suddenly favour different platforms. Quick development cycles offer the flexibility to pivot and embrace these changes seamlessly, rather than getting stuck with outdated tech.

Summary

In conclusion, navigating the complexities of XR product development brings with it a unique set of challenges across Product, Design, and Engineering teams. With adaptability and collaboration at the forefront, success in the dynamic XR landscape is within reach. Let's continue to push boundaries and shape the future of immersive technology together.

Thanks to Tony Morales (Augmented Reality Developer, visionOS Engineer, and Spatial Computing Founder), António Lima (IOS Developer), Vishnu Sivan (Tech Lead), Deepika Rani (Technical Product Manager), Hussnain (Founder, CEO, Developer), Bianca (UX designer) for your valuable insights into this space.