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Development journal

Notes from
inside the build.

Practical thinking about immersive product strategy, architecture, performance and user experience.

01 · AR product planning

How to plan an augmented-reality product that users understand

Start with the user’s physical context, the problem AR solves and the moment digital content becomes more useful than a conventional screen. Define tracking conditions, supported devices, lighting constraints and recovery states before visual polish.

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02 · VR performance

Why standalone VR performance must shape design decisions

Frame rate is a product requirement, not a final optimization task. Geometry, textures, lighting, interaction frequency and scene transitions should be budgeted from the start for the target headset.

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03 · WebAR conversion

When WebAR is the right choice for a campaign

WebAR reduces installation friction and works well for short, accessible experiences reached by QR code. The trade-off is a narrower performance and feature envelope than a native application.

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04 · Unity architecture

Building Unity products that remain maintainable

Clear separation between data, interface, platform integrations and interaction systems makes testing easier and feature changes safer after launch.

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05 · Computer vision

Designing useful camera intelligence

A computer-vision feature should communicate confidence, handle uncertain results and provide an alternative path when real-world conditions reduce detection quality.

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06 · Location experiences

Making location-based products reliable

GPS uncertainty, connectivity, battery use, permissions and safe user movement need to be designed as first-class product states rather than exceptions.

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