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iStaging Viewer — Immersive Content in Physical Space

iStaging's first spatial computing product — three screen-based content ecosystems, redesigned as one intuitive Apple Vision Pro experience.

Role
Sole Product Designer
Product strategy · Spatial UX/UI · Interaction model · On-device prototyping
Timeline
6+ months
Platform
Apple Vision Pro (visionOS)
Team
Web TsaiPlatform Director
Jafee ChoProduct Manager
Eason YangApp Developer
Product by
iStaging Viewer spatial interface on Apple Vision Pro
The Problem

A decade of screen-based content — and a new platform with no screens at all.

Business

  • Be on Vision Pro at platform launch
  • Reuse a decade of existing content — no rebuild

User

  • One entry point for three content types
  • Zero learning curve in an unfamiliar medium

Technical

  • Gaze comfort limits on size and distance
  • Legacy formats rendered at real-world scale
Why This Was Hard
01

No design patterns

visionOS was months old — every interaction designed from first principles.

02

Three content types

VR, 3D, and AR each behave differently in space — one mental model had to hold them.

03

Comfort is physical

Design errors cause eye strain — only testable on-device, in the headset.

04

Solo in a new medium

Every call was mine, with no precedent to lean on.

My Role

I owned the product end to end — from strategy to on-device prototyping.

Owned

  • Product Strategy
  • Spatial UX/UI Design
  • Interaction Model
  • Prototyping & Validation

Collaborated with

  • Product Manager
  • Platform Director
  • App Engineering
Key Decisions

Three calls that defined the product.

01
Decision 01 — Spatial System

Hierarchy by depth, not borders

Challenge

2D vocabulary — cards, borders, shadows — means nothing in space.

Decision

A three-tier glass system: panels at arm's reach, content at viewing distance, environment behind.

Reasoning

Distance is the first thing users perceive — before color or type.

Outcome

Became the foundation for all spatial UI in the app.

Three-tier glass material exploration
Material study detail
02
Portal entry experience
Portal concept study
Decision 02 — Navigation

Portals as spatial URLs

Challenge

A file browser felt like operating a computer inside a headset.

Decision

Spatial doorways summoned by code, URL, or title — walk toward one to enter.

Reasoning

Spatial computing should feel like navigating space, not operating software.

Outcome

First-time users entered content with zero onboarding.

03
Decision 03 — Transitions

Never jump cut between worlds

Challenge

Switching between VR, mixed reality, and UI risks disorientation.

Decision

Every mode change fades through a translucent glass state.

Reasoning

Users must always answer “where am I?” without thinking.

Outcome

Zero disorientation reports in on-device testing.

Mode transition through glass state
decision 3 detail
Innovation

Spatial interface

A complete spatial design language — materials, distances, gestures — built where no patterns existed.

Portal navigation

Discovery as physical movement — doorways instead of menus, presence instead of pages.

Cross-ecosystem rendering

Three legacy content formats living together in one native spatial app.

Impact
Product
1st
Native visionOS app in iStaging's lineup — shipped to the App Store
Product
3-in-1
Content ecosystems unified in one spatial experience
Business
Day 1
Spatial market presence at launch — a new B2B demo channel
Team
Baseline
Reference architecture reused in later spatial work
Reflection

The trade-off — I prioritized platform-native conventions over brand-specific visual language. On a new platform, meeting user expectations mattered more than differentiation; brand expression is a follow-on layer once the interaction model is validated.

What I'd improve — the experience was designed for a single viewer, but property walkthroughs are inherently collaborative. Shared multi-user sessions are the highest-value next investment.

Next time — I would move to on-device validation earlier. Spatial comfort and scale cannot be judged in flat mockups, and earlier headset testing would have meaningfully shortened the iteration cycle.

Project Showcase
iStaging Viewer overview
showcase b