Sid Mehta Works
Bodhi on Vision Pro

Bodhi on Vision Pro

A Vision Pro tree responds to gaze, voice, and drawings. Attention is the interface.

  • Role Designer and developer
  • Timeline 5 months
  • Year 2025 to 2026

Project highlights

5 months

research, design & build

Solo

designer · developer · researcher

visionOS

spatial AI experience

Overview

Designed and built a Vision Pro thesis experience where a spatial AI tree uses gaze, voice, and deliberate pacing to make attention the interface.

Spatial Computing · visionOSDesigner and developer

Decisions

  1. Made attention the only input and removed the controls

    Every spatial demo answers the question of what you can do here. The thesis question was whether presence alone could hold someone, so there is no menu, no pinch-to-open, no settings panel anywhere in the room. Gaze and voice are the entire surface, and the tree responds to being looked at rather than to being operated.

    TradeoffThere is no way to recover from a misunderstanding. When the voice mishears, the user has no control to reach for and no obvious way to steer, and more than one tester sat through a stretch they had no idea how to leave.

  2. Slowed the voice past the point that felt comfortable

    Conversational AI defaults to fast turn-taking because latency reads as failure. Here the pauses were the content. Response timing was stretched deliberately and the silence after a question was held rather than filled, so the system reads as patient instead of as waiting for input.

    TradeoffThe first ninety seconds feel broken. Several testers assumed the app had hung before they understood that the pacing was the point, and I never found an onboarding line that fixes this without spoiling it.

  3. Placed the tree at conversational distance instead of filling the room

    The instinct on Vision Pro is scale, because scale is what the device does that a screen cannot. But a tree at room scale turns the person wearing the headset into an audience. At roughly two metres, sized to be looked at rather than looked up at, the relationship becomes a conversation.

    TradeoffIt gives up the spectacle that makes spatial work legible to anyone who has not worn the headset, and in a small room the placement occasionally lands inside furniture.

Bloom: who are you, to you

Who are you, to you?

Bloom turns that question into a Vision Pro room: an AI inhabited bodhi tree, a slow voice, and a drawing space where the visitor answers in 3D instead of typing into a box.

The first encounter is not a menu. A tree appears, and begins talking.

Inside Vision Pro: the tree, the voice, the room, the marks you leave.

It answers your gaze, not your tap. Look at a branch and it stills.

The answer is not only spoken. You can draw it, in the room.

People sitting with it. The screen mirrored what the headset saw, so the room could watch too.

Reflection

Building for Vision Pro meant testing the tree’s distance, scale and voice inside the room. Those choices had to be evaluated in space rather than on a flat canvas.

What surprised me was how much the voice carried the experience. The visuals set the stage, but the moment the tree spoke, everything changed. The right pacing made it feel alive. The wrong pacing made it feel like a demo. That line was narrower than I expected, and finding it took more iteration than any technical problem.

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Next project Bloom; who are you The installation the thesis grew from. Back to top