In this Architecture Social conversation, founder Stephen Drew is joined by James Lee Burgess, an ARB-registered architect and Founding Director of UrbanXR, an augmented and mixed reality studio for the built environment. Running to around 50 minutes, the discussion explores where augmented reality (AR) and mixed reality (MR) genuinely add value across design, construction, planning and public engagement.
Architects, architectural assistants, urban designers and students who are curious about augmented and mixed reality and want a grounded, practical view of how these tools are used on real projects, rather than the hype. It is also useful for practice leaders weighing up where immersive technology fits into design, construction and client engagement.
James frames mixed reality as an immersive experience anchored in your real surroundings, where you can walk around and interact with 3D objects, popularised by devices such as Microsoft HoloLens. Augmented reality, by contrast, is described as more screen-based interaction. He is candid that the terminology is fluid and that the labels matter less than understanding what each approach lets you do.
A core early use case was deploying HoloLens 2 with Trimble Connect on construction sites. Because the wearer stays aware of their environment, teams can overlay proposed structures and service layouts onto the real space, and run remote assistance by video-calling directly into the headset to place content live on site.
James argues that one of the biggest opportunities is at the front end of projects, in planning and public consultation. Presenting proposals on site lets communities read a scheme in context rather than on a drawing, supporting more accessible and engaging storytelling for people who find 2D plans hard to interpret.
The studio's larger experiences rely on a visual positioning system from Immersal, where the device recognises its surroundings to load 3D models and screens accurately, without depending on a QR code. James notes that platforms from Niantic, the makers of Pokemon Go, and Snap are also pushing world-scale, persistently placed AR content outdoors and indoors.
For on-site model visualisation, the workflow centres on getting a model into the Unity game engine, often via an FBX file, then deploying it through a visual positioning plugin. James is clear that detailed BIM or Revit models usually need rationalising and polygon reduction before they will run smoothly, and that internal geometry often has to be stripped out for large schemes.
Projects referenced include an AR experience for BT covering smart cities, smart ports and agri-tech using a model of London, and public-realm work with Ipswich, from a heritage overlay encouraging people to look up at a historic town hall to a Christmas app placing a character on the main square. James highlights the value of AR for telling layered stories about history, data and place.
On the wider metaverse debate, James makes the case that overlaying data on the real world, alongside digital twins, is a more compelling direction than building purely virtual worlds. He points to accessibility as a recurring barrier for headset-based experiences, and to remote and cloud rendering as a likely next step for delivering high-detail content to AR devices.
James reflects on the move from traditional practice into immersive technology, noting the imposter syndrome that can come with leaving a stable professional path. His view is that architects are well placed for this work because they already collaborate in teams, handle 3D content and understand how people behave in space, with Unity a sensible starting point for those wanting to learn.
AR (augmented reality): digital content overlaid on a view of the real world, often screen-based. MR (mixed reality): immersive, interactive 3D content anchored in your real surroundings. XR (extended reality): the umbrella term covering AR, MR and VR. Visual positioning system: technology that recognises the surrounding environment to place 3D content accurately. Digital twin: a data-rich digital representation of a real place or asset. Polygon optimisation: reducing model complexity so it runs smoothly in a game engine.
James Lee Burgess is an ARB-registered architect and the Founding Director of UrbanXR, an augmented and mixed reality studio focused on the built environment. He studied at Cardiff University, worked for around a decade in London on social housing and mixed-use projects, and is now based in Norfolk. He is a Fellow of the Royal Society of Arts (FRSA).