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Immersive22 August 2026

The prototype that became ShareXR

The smallest version of an idea that can still fail in public is worth more than the specification that describes it.

The original WebXR and CMS prototype

Most immersive pitches die in the specification. Someone writes down what the headset app will do, everyone argues about the document for a quarter, and nobody learns anything until the money is already committed.

This was the opposite. A working WebXR viewer wired to a content management system — the smallest thing that could still fail in public. It went at the only question worth asking early: can an organisation put its own content into an immersive experience, and change it afterwards, without a developer standing by?

It held. That prototype became ShareXR, where training modules open in a browser on the devices a team already has, behind an organisation's own sign-in. The module on our work page is one of them — technicians learning to identify the areas of a home they are reporting pest damage against, and learning what each construction area is called.

The point is not that the prototype turned out to be right. It is that it was cheap enough to be wrong. A prototype settles in weeks what a specification argues about for months, and when the answer comes back no, that is the outcome worth paying for.