Apple · Concept · Not released
Which is the whole difference. A headset owns the ground behind the interface; everything after this one gives it back.
Sr. DesignerHuman Interface Guidelines
Mindfulness crossed to visionOS at the Vision Pro launch. The axis did not. A headset has no bezel, so the axis moves to the one the medium already has.
A headset owns what the wearer sees. It can dim the room, hold a convincing near plane, and let a form sit in front of a panel. A pair of glasses would borrow the view instead: an additive display adds light and cannot take any away, so nothing occludes anything, and the ground behind the interface is whatever the wearer happens to be walking past. The axis does not need any of that — but the cues that carry it would have to be re-chosen, and this is where they would land.
| CUE | HEADSET | GLASSES · PROJECTED |
|---|---|---|
| Vergence | Primary. True depth is available. | Weak or absent. |
| Occlusion | Primary. The form can sit in front of the panel. | Unavailable. An additive display cannot subtract. |
| Shadow weight | Supporting. | Becomes primary. |
| Contrast falloff | Supporting. | Becomes primary. |
| Size in view | Held constant at eight degrees. | Released. Size carries the axis. |
The axis is invariant. The encoding is negotiable per display. Unpleasant stays near and pleasant stays far on any hardware that can hold a near plane; where it cannot, the same judgment is carried by whatever cues remain, and the gesture does not change.
What shipped: Mindfulness on visionOS, and the State of Mind axis on the wrist — seven stops, the ramp, the derived form. What did not: this spatial treatment of the axis. The projection toward glasses is reasoning, not a product.
[1]
Human Interface Guidelines — spatial layout, depth and immersive experiences
Apple
[2]
State of Mind — the shipped axis, seven stops on a continuous scale
Apple

