> The reality-shaping power of Apple's demo maestros is truly admirable.
It really isn't just the demos that wow us, and it isn't just the high-end device. The device is packed with tech, for sure. But 80% of the story here is Apple's strong design choices:
"Here's how you will interact with the world. Here's how other people fit in. This is how UI is going to display. We rewrote our entire UI stack on top of a physically based renderer so developers can comfortably recompile their millions of existing apps. Here's how we process-isolated the gaze tracking so no third-party app will be able to data-mine it for personalised Ads"
They didn't just build a headset and call it a day. They didn't show useless, aspirational demos (though during the keynote, Disney certainly showed a whole lot of rubbish). They developed the UI paradigms, human interface guidelines, put huge thought towards accessibility. Those of us impressed with this are not wowed by just hardware, we're amazed by the amount and strength of design thought put into every aspect of your interaction with this computer. There's so much _opinion_ about what this computer should be, and how we should use it, that's the exciting thing
Their opinions may not pan out in the future. But I'm so glad _someone_ is having strong opinions about human computer interaction in the AR/VR space, because Meta and the rest certainly don't