12Development
WHILE THE PROTOTYPE chapter included many preliminary steps of development, getting deep into the details is best saved for after initial user feedback. While I'm not a developer, I've observed my team over the years, as well as helped prepare technical requirements and facilitate that between our clients' vision and developers' capabilities. With this experience, I know what's realistic for the development team, as well as when it's time to cut features. If you find yourself in a production role, try to observe and learn from the developers as you go so that you can advocate for them when they aren't in the room. Be realistic about functionality expectations and the time it takes to produce these complex experiences when having discussions on their behalf.
I want to use this chapter to also demystify developer terms and practices as a non-developer myself. There are many helpful tools and methods that they use to produce augmented and virtual reality content, so it's important to have a baseline understanding of these. Some of these tools may be required for every project, whereas others are specific to the technology, hardware, or functionality you're trying to achieve.
SDKs
Software development kits, or SDKs, are leveraged with almost every hardware platform you would use to deploy an extended reality experience. Each headset manufacturer is likely to have their own SDK. For example, Meta provides their Oculus Integration SDK, which can be integrated with ...
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