Mastering Apple’s AR Guidelines: An Exploration into Designing for AR

Recently, my fascination has been fixated on Augmented Reality (AR), a realm of limitless potential that’s on the brink of transforming the canvas we, as designers, get to play on.
My focus today is Apple’s Vision Pro and how to design for AR. Yes, it’s still in its nascent stages as I mentioned in my previous article, AR Design Evolution: How Apple Vision Pro is Changing the Game for Product Designers, it’s a bit pricey, and maybe not quite ready for mass adoption. But that’s what makes it such an exciting frontier!
What’s even more interesting, is Apple’s generous sharing of detailed guidelines aimed at helping us navigate this new realm. The guidelines, ‘Principles of Spatial Design,’ ‘Design for spatial interfaces,’ and ‘Design for Spatial Input,’ offer invaluable insights into how to approach AR design.
Images throughout this article are screenshots taken from the above mentioned Apple videos.
So the question remains: How do we, as product designers, navigate this AR landscape, embracing its opportunities while overcoming its unique challenges? In this article, I aim to shed some light on this, walking you through a step-by-step approach to designing for AR, using the Apple Vision Pro as our guiding star. So let’s get started!
Understanding AR Design with Apple Vision Pro
When we step into the world of AR, we’re not just adopting a new set of tools, we’re embracing a new paradigm of design. Traditional design principles are still relevant, of course, but AR introduces us to unique considerations and challenges. From spatial awareness to multimodal interaction, AR design is an exciting departure from the familiar.

At the heart of this new world is the Apple Vision Pro, an intriguing device that brings AR into the mainstream conversation. With its high-resolution display, intuitive gesture control, and game-changing eye-tracking technology, the Vision Pro isn’t just a piece of hardware; it’s revolutionizing how we design and think about user interaction.
However, diving into AR design with the Vision Pro isn’t as simple as firing up our favorite design software and sketching out ideas. The device’s unique features demand a different approach, one that goes beyond 2D interfaces and embraces the depth and interactivity of AR environments.
Thankfully, Apple has been a generous guide, providing a thorough collection of resources to get us started. Their documentation offers a wealth of insights, from understanding the principles of AR design to harnessing the Vision Pro’s unique capabilities. It’s like a compass in this new world, helping us align our design efforts with the possibilities and constraints of the technology.
Designing for AR with the Vision Pro means reshaping our thinking and evolving our design processes. It’s about leaving the flatlands of screen-based design and stepping into the 3D realm where our designs can take up space, respond to gaze, and react to voice commands. It’s about opening our minds to the incredible potential of AR, and the Vision Pro is our doorway into this exciting frontier.
Step 1: Conceptualization
As product designers, we understand the importance of conceptualization in the design process. In the realm of AR design for Apple Vision Pro, the rules of the game are changing, but the core principles remain. Here, we’ll explore how our experience as product designers pairs with Vision Pro’s features to create standout AR experiences.
Let’s start by embracing the AR environment’s uniqueness. Remember, it’s not about transferring a 2D interface into 3D; it’s about crafting experiences that are inherently spatial and contextually aware. The Vision Pro’s advanced eye-tracking and gesture controls allow us to design interactions that feel intuitive and lifelike.

While brainstorming AR concepts, let’s focus on creating designs that capitalize on the user’s environment, make use of the depth and spatial understanding, and promote physically engaged experiences. With the Vision Pro’s features, we have the chance to enhance user interaction beyond taps and clicks. Think of how a user’s gaze could trigger actions, or how a hand wave could initiate an event.
And let’s not forget the value of the resources Apple provides us. Their AR design principles emphasize creating intuitive, immersive, and contextually aware experiences. Integrating these principles into our ideation process can guide us towards creating designs that truly embody what AR on the Vision Pro is capable of.

During our conceptualization, it’s essential to stay rooted in the practicalities. This means always considering performance, keeping interactions straightforward and consistent, and ensuring our designs are inclusive and accessible.
The conceptualization stage in AR design involves reimagining the boundaries of user interaction and thinking beyond the 2D plane. It’s a journey of exploration, guided by the Vision Pro’s capabilities and our expertise as product designers.
Step 2: User Research for AR
Our toolbox as product designers is already equipped with a range of user research methods. We know our way around surveys, interviews, user personas, and usability tests. However, when it comes to AR design, especially with the Apple Vision Pro in focus, we’re stepping into a new era. It’s a terrain brimming with potential, but we must tread it with a curious and open mind.
Adapting traditional research methods to AR is an exhilarating challenge, and thankfully, Apple’s resources have our back. According to their material, one thing is clear: context matters more than ever in AR. So, let’s start by asking new questions.
For example, in interviews or surveys, let’s explore how users interact with their physical environment. What spaces do they frequently engage with? How do they navigate these spaces? How could AR blend into their environment in a way that feels natural and adds value to their experiences?

When creating user personas, let’s consider the unique needs and constraints that come with AR. How might the vision-impaired interact with our designs? What about those with limited mobility? Vision Pro’s eye-tracking and gesture controls can be an incredible asset here, opening avenues for inclusive design that were previously difficult to achieve.
As for usability tests, they take on a new dimension with AR. We’re not just looking at ease of navigation anymore; we’re also assessing how well users can interact with the AR environment. How efficiently can they utilize gaze controls? Do gesture controls feel intuitive or cumbersome? In what ways does the AR environment improve or hamper their tasks?

Apple’s guidelines emphasize the need to keep interactions with AR elements as straightforward as possible, a principle we must bear in mind while conducting our tests. We need to strike a balance between the novelty of AR interactions and the user’s ability to quickly grasp these interactions.
In the grand scheme of things, user research for AR design is about understanding our users not just in the digital space, but also in the physical. It’s about recognizing their habits, needs, and expectations as they interact with a world where digital and physical blur into one. With the guidance provided by Apple and our tried-and-true methods, we are well-equipped for this mission.
Step 3: Designing for Eye-Tracking and Voice/Gesture Controls
When I think about designing for eye-tracking and voice/gesture controls, it feels like opening a door to an entirely new world of interactions. It’s like we’re given the ability to communicate with our designs in a way that’s closer to how we interact with people and objects in real life.
First off, eye-tracking. Apple’s transcripts put forth a compelling vision: designing interfaces that respond not to taps or clicks, but to a user’s gaze. So, where do we start? By understanding that the gaze can serve two roles in AR design: a pointer and an engagement indicator. A user can look at AR elements (pointer), and the duration of their gaze can indicate interest or intent (engagement). When designing, we need to consider both aspects.
This could manifest in a variety of ways. For instance, creating interfaces that highlight or provide feedback when gazed at, or implementing gaze-based actions, such as opening a folder or starting a video. Remember, though, subtlety is key here. We don’t want to overwhelm users with excessive responses to their gaze. It’s a delicate balance to strike, and Apple’s guidelines on gaze-based interaction provide invaluable direction.

According to Apple’s guidelines, there are several key factors to consider when designing gaze-based interactions in AR:
- Maintain User Comfort: First and foremost, designers should ensure that interactions are comfortable for the user. Long periods of fixed gaze can cause strain, so designers should avoid interfaces that require users to maintain a steady gaze at a single point for too long.
- Design for Glanceable Interactions: Apple suggests designing interactions that can be understood at a glance. This means prioritizing simplicity and clarity in visual design so users can quickly understand and interact with elements.
- Be Mindful of Eye Movement: Eye movement is naturally sporadic and can be hard to control. Therefore, designers should avoid creating interactions that require precise control of gaze, as this can lead to frustration.
- Manage User Attention: The eye is naturally drawn to movement and high-contrast areas. Designers can use this to guide attention and highlight important elements. However, it’s also important to avoid overwhelming users with too many distractions.
- Respect Privacy and Consent: Since eye tracking involves collecting sensitive user data, it’s critical that designers respect user privacy. This means providing clear and easy-to-understand controls for when and how gaze data is used.
Now, onto voice and gesture controls. These features push the boundaries of intuitive interaction. As designers, it’s our task to make the most of these controls while ensuring they feel natural to users.
Apple recommend focusing on simplicity when designing gestures. The last thing we want is users flailing their hands, trying to initiate a command. So, let’s stick to basic, universally understood gestures and avoid complex combinations.

As for voice controls, Apple urges us to prioritize clarity and brevity in voice commands, which I wholeheartedly second. Our users should be able to command the AR experience with simple phrases, not convoluted sentences. We must also remember to include feedback mechanisms to let users know when their voice commands are recognized.
Eye-tracking and voice/gesture controls present a fantastic opportunity to redefine user interaction. As we design with these tools, let’s strive to create interfaces that feel effortless, intuitive, and delightfully engaging. It’s a bold new frontier, and I can’t wait to see how we shape it!
Step 4: Sketching and Prototyping
Sketching and prototyping is where our grand AR visions start taking concrete shape. It’s one of my favorite parts of the design process — seeing an idea sprout into life! Now, you might think: “Isn’t this the same for all types of design?” In many ways, yes. But AR design has a unique edge that Apple’s guidelines capture beautifully: immersiveness.
When it comes to AR, we’re not just designing a screen or a web page; we’re designing a whole experience, a slice of an alternate reality. This added layer of complexity means our sketching and prototyping phase will require some additional considerations.
Apple’s resources recommend beginning with quick sketches, just like you would for a traditional design project. Draw out your main ideas, get creative with your user interactions, and visualize your AR environment. What objects will be placed in this space? What actions can the user take? What will be the consequences of these actions?
Once you’ve got the initial sketches down, it’s time for prototyping. This is where the immersive nature of AR really comes into play. Apple’s guidelines suggests we think of prototypes as “interactive stories”. This mindset can guide us in building prototypes that not only demonstrate functionality but also showcase the unique, immersive nature of the AR experience.
For prototyping, you can utilize Apple’s Reality Composer, a powerful tool that allows you to build interactive AR scenes, directly on your device or Mac. With its inbuilt ARKit, you can create realistic animations, interactions, and even trigger voice commands.
Incorporating eye-tracking and gesture controls into your prototype can be challenging, but Apple provides useful tips to navigate this. For instance, using high-contrast colors and large interaction areas for gaze-driven actions, or utilizing familiar gestures (like pinching to zoom) can enhance usability.

Testing is the final and critical part of this step. Remember, AR interfaces are not viewed on a screen but experienced in a 3D space. So, the principles of usability testing apply, but they need to be adapted to this new context.
Apple’s resources are an invaluable aid during this phase, offering insights into designing accessibility features, managing performance, and handling privacy issues.
Sketching and prototyping for AR is an exciting journey filled with creativity and innovation. And with Apple’s comprehensive tools and resources, we’re well-equipped to create and refine AR experiences that are both compelling and user-friendly.
Step 5: Overcoming AR Design Challenges
Designing for AR isn’t going to be easy to start with. And as we embark on our AR design journey, we’ll inevitably come across a few bumps on the road. But don’t fret; Apple’s guidelines provide practical instructions and recommendations that can help us navigate these challenges effectively.

One of the main challenges in AR design lies in balancing immersion and simplicity. While we aim to create deeply immersive experiences, we also need to ensure our designs remain intuitive and accessible. It’s not an easy task, especially when dealing with advanced features like eye-tracking and gesture controls. One of the keys lies in gradually introducing users to complex functionalities to prevent overwhelming them.
Another hurdle that Apple points out is designing for different environments. Unlike traditional design, AR doesn’t offer a controlled setting. Your design will need to work in a multitude of settings — living rooms, offices, outdoors, you name it! Apple suggests adopting a flexible design approach, with elements that adapt to various lighting conditions, scales, and user movements.
Designing for accessibility in AR is another critical challenge. How can we ensure that our AR experiences are inclusive and can be enjoyed by people with diverse abilities? Once again, Apple’s resources come to the rescue, offering guidelines for implementing voice commands, gaze controls, and dynamic type, amongst others, to enhance accessibility in AR design.
Apple’s guidelines place a strong emphasis on inclusivity. To enable access for all users, voice commands are suggested as a key feature to incorporate in AR experiences. This supports users with motor impairments, or when users are simply unable to use their hands.

Gaze control takes the front seat in creating an intuitive AR interface, with users’ eye movements potentially controlling the direction of their AR experience, making it smooth and immersive.
Implementing dynamic type in AR design, which allows users to adjust the size of onscreen text, promotes a comfortable reading experience for all. It’s clear that Apple is striving for a world where technology truly is for everyone, and through these guidelines, we as designers can help make this a reality.
Lastly, we cannot overlook the issue of privacy. Gaze data, in particular, can be sensitive, and as designers, it’s our duty to respect and protect user privacy. Apple advocates for transparent privacy policies and emphasizes that designers must ask for explicit user consent before accessing any personal data.
I find it reassuring that Apple not only acknowledges these challenges but also provides strategies to tackle them. Overcoming these obstacles may seem daunting, but remember — we’re at the forefront of a technological revolution! With persistence, creativity, and Apple’s insightful guidance, we can overcome these hurdles and contribute to shaping the future of AR design.
Step 6: Iteration and Testing
Design, as we all know, is not a linear process. It’s iterative, dynamic, and that’s the beauty of it. As we step into AR design, testing and iteration become even more critical.
The Apple Vision Pro is a novel tool, and designing for it requires novel approaches. The mantra here is to test early, test often. We need to create tangible prototypes at an early stage to conduct user testing. We need to gather feedback and refine our designs accordingly.
But how do we test AR designs effectively? Here’s where we can take a leaf out of Apple’s book again. Apple emphasizes the importance of creating ‘realistic’ testing environments. Given the nature of AR, our designs will be interacting with the real world, so it’s crucial to test them in various contexts and environments. Think different lighting conditions, different spaces, different user postures. The aim is to uncover any usability issues and iron them out before deployment.
Apple also underscores the importance of testing accessibility features. As I mentioned earlier, we should strive to create inclusive designs, and testing plays a significant role here. For example, if we’ve incorporated voice controls, we need to test how well our design recognizes and responds to different voices, accents, and speech patterns.
Now, given the rapidly evolving nature of AR technology, we must also keep an eye on the future. Apple envisions a future where AR becomes mainstream and urges us to design adaptable and scalable solutions. What does this mean for us? It means we should be ready to adapt our designs as the technology evolves, as new features become available, and as users become more accustomed to AR interactions.

Testing and iteration in AR design is like sailing in uncharted waters. But with a user-centric approach, an open mind, and guidance from Apple’s documentation, we can navigate these waters and create amazing AR experiences.
Step 7: Future-Proofing Your Designs
In AR tech, changes and advances can happen at a breathtaking pace. If we look at the Apple Vision Pro, it’s an incredible piece of tech, yes, but it’s just the beginning. In the near future, we might see iterations that are more compact, more affordable, with better battery life, and who knows, perhaps even new interaction modalities. It’s a truly exciting prospect!
So, how do we future-proof our AR designs in such a dynamic landscape? Future-proofing our AR designs is about remaining agile, embracing change, and learning continually. It’s about creating designs that can evolve, just as we as designers evolve:
- Modular Design: Apple encourages us to adopt a modular design approach. The idea is to design features and components that can be modified or replaced without disrupting the entire user experience. This approach can help us easily adapt our designs to technological advances. Think for example of every time the status bar design changes in iOS, as we design it as a modular component, we can easily swap it in future iterations.
- Scalable Interactions: We need to design interactions that can scale with changes in technology. Think voice commands or gesture controls — as the technology evolves, we may need to accommodate new gestures or voice commands. It’s about keeping our interaction design flexible and adaptable.
- Embracing Standards: Apple also emphasizes the importance of adhering to established design standards, particularly for accessibility. These standards are likely to stay relevant, regardless of how the technology evolves.
- Learning from Users: As AR becomes more mainstream, users will grow more accustomed to AR interactions. Observing and learning from users will be key to understanding and anticipating future design needs.
The journey into AR design is not just an exciting exploration, but a step towards embracing the future.
There’s a whole universe of possibilities that AR opens up for us product designers. The chance to craft immersive, intuitive experiences is a delightful challenge. Apple’s guidelines are a roadmap, guiding us through the labyrinth of new modalities like eye-tracking and voice and gesture controls. They provide us with the foundations on which we can build our unique design narratives.
Remember, while the Vision Pro might have its limitations today, it’s ushering in a future that promises to be more immersive, more interactive, and more engaging than anything we’ve seen before.
The future of product design is unfolding right before our eyes, and I can’t wait to see what incredible experiences we, as designers, will create.