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The Headset Is the Least Interesting Part of Spatial Computing

Jamie Bykov-Brett Jamie Bykov-Brett · 9 September 2026 · 4 min read
The Headset Is the Least Interesting Part of Spatial Computing

I run an XR business, Beyond XR. We have built logistics & warehouse simulations, VR workplace training, an immersive virtual campus with interactive NPC tutors, digital meeting hubs & full virtual conferences running up to three days. During the pandemic we ran workplace events entirely in VR, because in-person gatherings were not possible. The promise of spatial computing was always the shared room.

A recent piece in Develop3D makes the same point more carefully than most, walking through how the technology is drifting out of the headset box & into the everyday surfaces of work, training & collaboration. Worth reading in full. It treats spatial computing as ambient infrastructure, a layer that sits beneath the work.

For a long while, spatial computing & immersive tech were treated as a single thing: put it on your face, be somewhere else. That framing did the field no favours. It pushed the cost, the friction & the social awkwardness of headsets onto every use case, including the ones that never needed them.

The shift now is toward spatial as a layer rather than spatial as a device. One 3D scene can render on a phone, a browser tab, a wall display, a collaborative whiteboard, a pair of smart glasses & yes, a headset. That makes the headset one option among many, worth its weight for some moments & irrelevant for the rest.

This is the boring revolution. A picking instruction overlaid on a tablet camera in a yard. A maintenance team spinning a 3D wiring diagram on a laptop at their bench, or a manager in the office & a contractor on site sharing one factory floor plan & both looking at the same thing. All of these work on the devices already on hand.

Three signals in the Develop3D piece stood out to me, because they line up with what we run into building this stuff.

The headset becomes the specialist tool. Hard, immersive single-user work, where the depth cue matters & the user is motivated enough to wear it for a short stretch: surgical rehearsal, maintenance on unfamiliar kit, design review of something you cannot hold. For these, headsets earn their keep. For a 45-minute team meeting about last quarter's numbers, the tablet or laptop is the better fit.

Collaboration happens on the surface you already have. The growing pattern is shared 3D scenes on phones, tablets & laptops, with one or two users in headsets anchoring the geometry. The people in headsets hold the geometry in place, & everyone else is looking through a window at the same scene.

Accessibility is where this stopped being abstract for me. My brother is partially blind and partially deaf, and on our first VR experience together (Star Wars: Secrets of the Empire, still to this day one of the best VR experiences) we were stuck on a section of the experience, completely unable to work out how to progress. We were being shot by an enemy to his left & he could not see it (he's largely blind in that eye). In a headset your field of view is only so wide, so there was no way for him to find it. Once you see that problem the fixes are not hard: navigation cues through vibration in the controllers, directional sound to say where something is. They tend to improve the experience for everybody. The idea I keep coming back to is one shared environment that a dyslexic or ADHD person perceives one way, that an autistic person adjusts to suit their neurodivergence, & everybody is still in the same room together. Adjust the environment per person, keep the room shared.

Training stops pretending the classroom is enough. Immersive learning has been oversold for years. The part that actually works is the bit where a learner can manipulate a real object in 3D, fail safely & get feedback. Building in the metaverse taught me that the medium changes but the principles of good learning design stay the same. That works on a headset. It works even better on a 3D model on a device the learner already trusts, with a path into deeper immersion for those who want it.

Here is the tension I keep coming back to. The headset industry needs the headset to remain the centre of the story, because that is what the hardware revenue depends on. The people actually deploying spatial computing at work need the opposite: the device to fade into the background so the use case can carry the weight. Both are true at the same time. About three times a week somebody calls me up & says they want to do something in the metaverse. I ask what they want to do, & they ask me what the metaverse is. It is very hard to sell something to an organisation that is not sure what it is buying. Which framing wins in procurement meetings over the next 18 months decides who gets to build with this stuff.

My prediction: within twelve months, "spatial capability" starts appearing as a line item in enterprise software procurement, separate from any hardware vendor. By 24 months, the question "does this platform work without a headset?" becomes a standard filter in serious RFPs. The signal I would watch is the big CAD & PLM vendors starting to ship spatial viewers as standard features rather than paid add-ons. If Siemens, PTC or Dassault put a 3D scene viewer into their base seats by the end of 2027, the headset-vs-layer debate is effectively over.

If that does not happen, the ambient layer stays a thing people demo at conferences instead of something they use on a Tuesday. AI took off & XR has not yet because AI has immediate benefit in the here & now and XR does not. That is a timing problem. VR dates to 1958, so the technology has never been the thing that was missing.

For practitioners right now, the practical move is simple: design for the room. Build the 3D scene, make it render everywhere, & make the headset an upgrade, never a condition of joining in.

That shared space sits between the devices already on the desk, in the pocket & occasionally on the head. A year from now, the teams shipping useful things will be the ones who built for it. The rest will still be arguing about field of view.

If you want to see what this looks like when it is built around the room, the work being done at BeyondXR is a useful starting point.


Frequently Asked Questions

What is spatial computing without a headset?

Spatial computing without a headset is the practice of rendering 3D scenes, digital twins & collaborative environments on everyday devices such as phones, tablets, laptops & wall displays. The same scene can be viewed, annotated & manipulated across multiple device types simultaneously, with headsets serving as a specialist option rather than a requirement.

How does spatial computing improve collaboration in workplaces?

Spatial computing improves collaboration by giving distributed teams a shared 3D view of the same object or space, regardless of the device each person uses. A warehouse manager can view a digital twin on a tablet while a designer annotates the same scene in VR, removing the need for everyone to be in the same physical room or wearing the same hardware.

What are the practical uses of spatial computing beyond immersive training?

Beyond immersive training, spatial computing is being used for remote factory floor walkthroughs, collaborative design reviews on shared screens, maintenance annotations on tablet cameras, surgical planning on wall displays, & customer-facing 3D product configuration. These use cases rely on shared 3D scenes across devices rather than dedicated VR hardware.

Why are headsets no longer the centre of spatial computing?

Headsets are no longer the centre because most enterprise use cases do not justify the cost, weight or social friction of face-worn hardware for the full duration of a working session. Procurement teams, accessibility advocates & training leads have pushed for shared 3D scenes that render across phones, laptops & displays, making headsets an optional upgrade rather than a gate to participation.

How should L&D leaders approach immersive learning in 2026?

L&D leaders in 2026 should design immersive learning around the learner device first: a 3D model on a phone or laptop that the learner can manipulate, fail with & get feedback on. Headsets should be reserved for short, high-value sessions where depth & immersion genuinely matter, rather than treated as the default delivery format for every module.

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Jamie Bykov-Brett

Jamie Bykov-Brett

Listed as one of Engatica's World's Top 200 Business and Technology Innovators, Jamie is an AI and automation consultant who helps organisations move from curiosity to confident daily use. As founder of Bykov-Brett Enterprises and co-founder of the Executive AI Institute, he designs AI upskilling programmes that have delivered 86% daily adoption rates and a 9.7/10 NPS. His work sits at the intersection of technology implementation and human development, with a focus on responsible governance, practical tooling, and making AI accessible to every level of an organisation.

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