Technology & platform
Mobile AR and WebXR for accessible spatial experiences.
Not every XR use case needs a dedicated headset. Mobile AR can reach users on supported smartphones and tablets, while WebXR can lower installation friction for suitable browser-based experiences.

Technical context
What we consider when working with Mobile AR & WebXR.
Platforms are selected according to use case, audience, required functions, operations and availability — not brand preference.
AR on supported iOS and Android devices
Browser-based WebXR where platform support fits
Lower hardware and onboarding barriers
Location-based and product visualization experiences
Responsive interaction concepts
Capability detection and graceful fallback paths
Platform choice
Technology is only a good fit when it works in production.
Alongside rendering and interaction, we review rollout, device management, update paths, availability and the actual operating environment.
Clarify before committing
- Which functions are available on the planned device generation?
- Which OpenXR or platform-specific extensions are genuinely required?
- How will apps, devices, users and updates be managed in production?
- Which performance, ergonomics and offline requirements apply on site?
Related topics
Evaluate technology in the context of the whole project.
Device and platform choices are considered together with the use case, 3D data, integration and rollout.
Frequently asked questions
Mobile AR & WebXR in project context.
Is WebXR supported everywhere?
No. Browser and device support varies, so capability detection and fallback options are important.
When is mobile AR better than a headset?
When reach, ease of access and short interactions matter more than hands-free use or deep immersion.
Check Mobile AR & WebXR against your actual use case.
We evaluate platform fit, target hardware, 3D data, integration and operations together instead of selecting technology in isolation.