Local Headspace

This dimension of Headspace requires no information about geolocation, but requires a local head-direction “anchor” in the physical world. For example, a Bose AR enabled app might deliver virtual audio information placed in relation to a screen in the physical world.


Bose AR experiences fall into three broad catagories that differ according to one simple dimension: knowledge of the user's head location and direction. This single dimension, which we call "headspace," is satisfying in its simplicity because it's so strongly tied to the essence of AR - namely, the mixing of virtual reality with the physical world.

1| Global Headspace 

2| Local Headspace

3| Personal Headspace


UX Design Guidelines

As you build applications for Bose AR-enabled products, there are a number of design guidelines, patterns, and best practices we recommend you follow. Take a look at the below PDF to learn more!

Note: the latest version is v1.0 - please be sure you are using the latest version!

11. Troubleshooting

Having trouble with this guide? Try the steps listed in the support page. If you need specific help not listed here, please send us an email.

10. Running the Code

Once signing is set:

Click Run - make sure a product is connected.

You should now have an app on the phone that has a cube on the screen when run that updates based on the product position.

9. Xcode Settings and Signing

Xcode should launch.


Once launched:

Select "Unity-Phone."

Select "General."

Make sure that you able to sign the app.

8. Configure the Build Settings

Open the File > Build Settings

Click "Add Open Scenes."

Move "YourSceneName" to the top (might be the only one in the window depending on your previous usage).

Select iOS from the platform list.

Click "Switch Platform" when this process finishes.

Click "Build and Run." Unity prepares the iOS build and opens Xcode.

7. Add a Component to the GameObject

With the GameObject selected in the Hierarchy tab, click on "Add component" in the Inspector.


6. Add the Component to the Cube

With the cube selected in the Hierarchy click the "Add Component" button in the Inspector panel.