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Spatial Computing Is Just Getting Started

Why the shift from screens to spaces is the most important platform transition since mobile, and what builders should pay attention to right now.

Firas El-Jerdy

Firas El-Jerdy

Innovation and Development Engineer

#xr#spatial-computing#future2026-03-12 · 7 min
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Every major platform shift follows the same arc: clunky hardware, skeptical developers, one killer use case that changes everything. Spatial computing is somewhere between phase one and two.

I spend most of my days building AR and XR experiences at Maddict. Branded filters, immersive product demos, interactive campaigns that live in the browser. And what I can tell you is this: the gap between what is possible today and what people think is possible is enormous.

Apple Vision Pro opened the conversation, but the real story is happening on the web. WebXR has quietly matured into a legitimate platform. You can ship hand-tracked, environment-aware experiences that run in Safari and Chrome without asking users to install anything. That is a distribution advantage that native headsets cannot match.

The tech stack has caught up too. PlayCanvas gives you a visual editor with real performance. Three.js and Babylon.js handle the low-level rendering. TensorFlow.js runs ML models directly in the browser for face tracking, hand pose estimation, and object detection. The tooling is no longer the bottleneck.

What is the bottleneck? Design patterns. We are still applying 2D thinking to 3D spaces. Most AR experiences feel like floating rectangles pinned to the camera. The teams that will win this cycle are the ones investing in spatial UX research right now, figuring out how information should behave when it has depth, occlusion, and physical context.

I have been experimenting with what I call context-aware placement. Instead of anchoring content to a fixed point, you let the environment inform the layout. A product demo that responds to your table surface. A menu that wraps around your hand. These are small details, but they are the difference between a gimmick and an experience.

The enterprise use cases are already shipping. Remote collaboration, industrial training, architectural walkthroughs. But the consumer moment has not arrived yet. My bet is that it will not come from a headset. It will come from the phone in your pocket running a web-based spatial experience that is so seamless you forget the technology is there.

If you are a developer wondering where to invest your time, spatial is the highest-leverage bet I can see. Not because it is trendy. Because the primitives are ready, the distribution is there, and the design space is wide open. The best spatial experiences have not been built yet.

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