Snap is easy to associate with the phone camera and AR lenses. Across its patent drawings, though, a different pattern appears: the interface keeps extending beyond the phone screen. A wristwatch becomes an anchor for a launcher. Fingers become controls. Two people use their own hands to align the coordinates of a shared AR scene.

The idea then spreads into the room. Eyewear can trigger projectors and other connected devices. Spatial audio can guide a person toward a target. Clothing can be replaced virtually before it is worn. Hidden people can be overlaid beyond a barrier, small work can be magnified in place, and the display itself can move all the way to the surface of the eye.

These ten proposals appear in Snap US patent publications. From Patents has not confirmed one-to-one implementation in specific commercial Snap products.

FIG. 01

Turn a wristwatch into an AR launcher

SOURCE FIGURESFIG. 15
PUBLICATIONUS20210397000A1
US20210397000A1 / FIG. 15. The interface is anchored to the wristwatch, turning the wrist into a familiar place to summon AR controls.
FIG. 01US20210397000A1
Snap patent drawing of a person wearing AR eyewear and raising a wristwatch while a 3D launcher appears around the watch.

US20210397000A1 / FIG. 15. The interface is anchored to the wristwatch, turning the wrist into a familiar place to summon AR controls.

Drag to pan when zoomed. Use + / − to zoom, 0 to fit, arrow keys to pan, and Alt + arrow keys for the previous or next FIG.

What is it?

This patent anchors an AR eyewear interface to the position of a wristwatch. FIG. 15 shows a user looking at the watch while a three-dimensional launcher with items such as a camera and a car appears around it.

Instead of placing a menu at an arbitrary point in midair, the system uses a physical object the user already knows how to present and look at. Raising the wrist becomes the gesture that brings the interface into view.

Snap Inc.FIG. 01
ASSIGNEE
Snap Inc.
PRIORITY
2017-08-25
PUBLISHED
2021-12-23
PUBLICATION
US20210397000A1
INVENTORS
Jonathan M. Rodriguez II
ORIGINAL
FIG. 02

Control what you see with a finger gesture

SOURCE FIGURESFIG. 7
PUBLICATIONUS20220197393A1
US20220197393A1 / FIG. 7. The eyewear recognizes a hand gesture and turns it into an operation on virtual content in the field of view.
FIG. 02US20220197393A1
Snap patent drawing showing virtual content in AR eyewear being manipulated through a hand and finger gesture.

US20220197393A1 / FIG. 7. The eyewear recognizes a hand gesture and turns it into an operation on virtual content in the field of view.

Drag to pan when zoomed. Use + / − to zoom, 0 to fit, arrow keys to pan, and Alt + arrow keys for the previous or next FIG.

What is it?

“Gesture control on an eyewear device” uses the wearer’s hand as an input source for virtual content. FIG. 7 presents the relationship between the displayed content and a hand gesture within the eyewear experience.

A separate handheld controller is not required. The position and motion of the fingers themselves can become the command, bringing the act of “touching the UI” into space.

Snap Inc.FIG. 02
ASSIGNEE
Snap Inc.
PRIORITY
2020-12-22
PUBLISHED
2022-06-23
PUBLICATION
US20220197393A1
INVENTORS
Kyle Goodrich / Andrew James McPhee / Daniel Moreno
ORIGINAL
FIG. 03

Touch fingertips to align two people's AR worlds

SOURCE FIGURESFIG. 5B, FIG. 5C
PUBLICATIONUS20240288946A1
US20240288946A1 / FIGS. 5B–5C. Both devices observe the users' hands and use the shared finger contact as a somatic alignment marker.
FIG. 03US20240288946A1
Snap patent drawing of two people wearing AR eyewear and touching fingertips so their hands can align a shared coordinate system.

US20240288946A1 / FIGS. 5B–5C. Both devices observe the users' hands and use the shared finger contact as a somatic alignment marker.

Drag to pan when zoomed. Use + / − to zoom, 0 to fit, arrow keys to pan, and Alt + arrow keys for the previous or next FIG.

What is it?

Shared AR requires two devices to agree on where the same place is. This patent uses the users’ own hands as common reference points that both eyewear devices can observe.

FIGS. 5B–5C show two people facing each other and touching fingertips, with hand joints used to establish the spatial relationship between their separate coordinate systems.

Snap Inc.FIG. 03
ASSIGNEE
Snap Inc.
PRIORITY
2023-02-28
PUBLISHED
2024-08-29
PUBLICATION
US20240288946A1
INVENTORS
Georgios Evangelidis / Bernhard Jung / Ilteris Kaan Canberk / Daniel Wolf / Balázs Töth / Márton Gergely Kajtár / Branislav Micusik
ORIGINAL
FIG. 04

Use a phone like a brush for painting in 3D

SOURCE FIGURESFIG. 8A
PUBLICATIONUS20240211057A1
US20240211057A1 / FIG. 8A. A tracked physical device can act as a virtual brush for drawing shapes directly into AR space.
FIG. 04US20240211057A1
Snap AR patent drawing showing a three-dimensional box and colored edges being created inside an eyewear field of view.

US20240211057A1 / FIG. 8A. A tracked physical device can act as a virtual brush for drawing shapes directly into AR space.

Drag to pan when zoomed. Use + / − to zoom, 0 to fit, arrow keys to pan, and Alt + arrow keys for the previous or next FIG.

What is it?

This patent treats a physical device such as a phone as a virtual paintbrush. The eyewear tracks its position and orientation and uses that motion to generate lines or shapes in three-dimensional space.

FIG. 8A shows a box-like 3D form with differently colored edges inside the viewing area. The drawing surface is no longer the glass of the phone; it is the space in front of the user.

Snap Inc.FIG. 04
ASSIGNEE
Snap Inc.
PRIORITY
2020-06-30
PUBLISHED
2024-06-27
PUBLICATION
US20240211057A1
INVENTORS
Ilteris Canberk / Daniel Moreno
ORIGINAL
FIG. 05

Walk into a room and let the physical devices respond

SOURCE FIGURESFIG. 9B
PUBLICATIONUS20240045494A1
US20240045494A1 / FIG. 9B. The eyewear can trigger and steer real IoT devices so physical light or airflow becomes part of the AR experience.
FIG. 05US20240045494A1
Snap patent drawing of a person wearing AR eyewear in a room where a projector or connected device changes the surrounding experience.

US20240045494A1 / FIG. 9B. The eyewear can trigger and steer real IoT devices so physical light or airflow becomes part of the AR experience.

Drag to pan when zoomed. Use + / − to zoom, 0 to fit, arrow keys to pan, and Alt + arrow keys for the previous or next FIG.

What is it?

“Augmented reality with eyewear triggered IoT” connects the wearer’s location and pose to devices in the environment. FIG. 9B shows a user facing a projected sun-like image while AR elements are aligned with the physical projection.

The patent also describes examples such as changing a projector’s output with head pose or steering a directional fan. The experience is not confined to pixels inside the eyewear; the room itself can produce part of the output.

Snap Inc.FIG. 05
ASSIGNEE
Snap Inc.
PRIORITY
2020-03-31
PUBLISHED
2024-02-08
PUBLICATION
US20240045494A1
INVENTORS
Ilteris Canberk / Shin Hwun Kang / Doug Mead
ORIGINAL
FIG. 06

Guide someone with the direction of a sound

SOURCE FIGURESFIG. 6A, FIG. 6B
PUBLICATIONUS11089427B1
US11089427B1 / FIGS. 6A–6B. A virtual sound source can be placed toward a target so the user follows the direction of the audio.
FIG. 06US11089427B1
Snap patent drawing of an AR eyewear user navigating among several objects in a room using spatial audio cues.

US11089427B1 / FIGS. 6A–6B. A virtual sound source can be placed toward a target so the user follows the direction of the audio.

Drag to pan when zoomed. Use + / − to zoom, 0 to fit, arrow keys to pan, and Alt + arrow keys for the previous or next FIG.

What is it?

This patent identifies a target location in the surrounding environment and generates spatial audio that appears to come from that direction. FIGS. 6A–6B map the wearer and several targets within a room.

The system does not need to keep an arrow permanently in front of the eyes. Direction itself can be communicated through hearing, moving part of the interface away from the visual field.

Snap Inc.FIG. 06
ASSIGNEE
Snap Inc.
PRIORITY
2020-03-31
PUBLISHED
2021-08-10
PUBLICATION
US11089427B1
INVENTORS
Ilteris Canberk / Shin Hwun Kang / James Powderly
ORIGINAL
FIG. 07

Change clothes on the screen before changing them in real life

SOURCE FIGURESFIG. 8
PUBLICATIONUS20240062444A1
US20240062444A1 / FIG. 8. A garment is overlaid on the user, allowing different looks to be compared before the physical clothes are worn.
FIG. 07US20240062444A1
Snap virtual try-on patent drawing showing a person on a phone screen wearing a selected garment with clothing options below.

US20240062444A1 / FIG. 8. A garment is overlaid on the user, allowing different looks to be compared before the physical clothes are worn.

Drag to pan when zoomed. Use + / − to zoom, 0 to fit, arrow keys to pan, and Alt + arrow keys for the previous or next FIG.

What is it?

“Virtual clothing try-on” overlays a selected garment on an image or video of a person. FIG. 8 shows a user on a phone screen with clothing choices arranged below the composite view.

Rather than simply browsing product images, the user’s own body becomes the preview surface. The appearance can change digitally before the physical garment does.

Snap Inc.FIG. 07
ASSIGNEE
Snap Inc.
PRIORITY
2020-12-11
PUBLISHED
2024-02-22
PUBLICATION
US20240062444A1
INVENTORS
Ma'ayan Mishin Shuvi / Avihay Assouline / Itamar Berger
ORIGINAL
FIG. 08

Overlay a person hidden behind a wall

SOURCE FIGURESFIG. 8A
PUBLICATIONUS20250203061A1
US20250203061A1 / FIG. 8A. Sensor information from another viewpoint can be registered with the barrier to create an x-ray-like AR effect.
FIG. 08US20250203061A1
Snap patent drawing of one AR eyewear user separated from another person by a wall, with an x-ray-like overlay revealing the hidden target.

US20250203061A1 / FIG. 8A. Sensor information from another viewpoint can be registered with the barrier to create an x-ray-like AR effect.

Drag to pan when zoomed. Use + / − to zoom, 0 to fit, arrow keys to pan, and Alt + arrow keys for the previous or next FIG.

What is it?

“Augmented reality eyewear with x-ray effect” uses information from external cameras or sensors to represent a target that the wearer cannot see directly. FIG. 8A shows users separated by a barrier and the relationship needed to place the hidden information correctly.

The wall is not physically imaged through. Data captured from another viewpoint is aligned with the space so the wearer sees an overlay suggesting what is beyond the obstruction.

Snap Inc.FIG. 08
ASSIGNEE
Snap Inc.
PRIORITY
2021-06-30
PUBLISHED
2025-06-19
PUBLICATION
US20250203061A1
INVENTORS
Edmund Brown / Benjamin Lucas / Simon Nielsen / Jonathan M. Rodriguez II / Richard Zhuang
ORIGINAL
FIG. 09

Magnify only the tiny work that needs a closer look

SOURCE FIGURESFIG. 8A
PUBLICATIONUS20240036336A1
US20240036336A1 / FIG. 8A. A virtual marker can identify a physical detail and place a magnified overlay where it is useful to the wearer.
FIG. 09US20240036336A1
Snap patent drawing showing a magnified view of detailed work correlated with a virtual marker in the wearer's field of view.

US20240036336A1 / FIG. 8A. A virtual marker can identify a physical detail and place a magnified overlay where it is useful to the wearer.

Drag to pan when zoomed. Use + / − to zoom, 0 to fit, arrow keys to pan, and Alt + arrow keys for the previous or next FIG.

What is it?

“Magnified overlays correlated with virtual markers” associates a point in the physical world with a magnified view shown through eyewear. FIG. 8A illustrates the idea in the context of detailed work.

Instead of leaning closer or holding a separate magnifier, the wearer can keep the real object in view while seeing a larger version of the critical area at the same time.

Snap Inc.FIG. 09
ASSIGNEE
Snap Inc.
PRIORITY
2022-07-28
PUBLISHED
2024-02-01
PUBLICATION
US20240036336A1
INVENTORS
Alexander Sourov / John James Robertson
ORIGINAL
FIG. 10

Put the AR/VR display into the contact lens itself

SOURCE FIGURESFIG. 8
PUBLICATIONUS20230350203A1
US20230350203A1 / FIG. 8. Optical elements inside a contact lens can change how outside light and projected imagery reach the eye.
FIG. 10US20230350203A1
Snap patent drawing of an eye and contact-lens optical system capable of switching between normal vision, AR and VR modes.

US20230350203A1 / FIG. 8. Optical elements inside a contact lens can change how outside light and projected imagery reach the eye.

Drag to pan when zoomed. Use + / − to zoom, 0 to fit, arrow keys to pan, and Alt + arrow keys for the previous or next FIG.

What is it?

“AR/VR enabled contact lens” describes optical elements and display arrangements inside a contact lens that can support normal viewing, augmented reality and virtual reality modes. FIG. 8 enlarges the eye-and-lens optical relationship.

Eyewear is already a computer placed in front of the face. A contact lens pushes the display still closer until the viewing device and the surface of the eye nearly occupy the same place.

Snap Inc.FIG. 10
ASSIGNEE
Snap Inc.
PRIORITY
2022-04-29
PUBLISHED
2023-11-02
PUBLICATION
US20230350203A1
INVENTORS
Russell Douglas Patton / Jonathan M. Rodriguez II
ORIGINAL

AFTER THE FIGURES

As the screen disappears, reality becomes the control surface

In sequence, the center of interaction moves steadily away from the smartphone. First the wrist and fingers take over jobs once performed by a touchscreen. Then other people's hands, room devices and directional sound become parts of the interface. The UI stops being contained by a display and starts attaching itself to bodies and places.

These patents reinterpret reality as something the computer can operate on. A hand can become a calibration marker. A wall can become a surface for hidden information. Clothing and detailed work can be substituted or magnified in place.

By the time the display reaches a contact lens, even the idea of carrying a screen begins to fade. The recurring future in these drawings is a world in which the physical environment itself becomes the interface.

SOURCES

Primary sources

  1. US20210397000A1 — Wristwatch based interface for augmented reality eyewear
  2. US20220197393A1 — Gesture control on an eyewear device
  3. US20240288946A1 — Shared augmented reality eyewear device with hand tracking alignment
  4. US20240211057A1 — Augmented reality eyewear 3D painting
  5. US20240045494A1 — Augmented reality with eyewear triggered IoT
  6. US11089427B1 — Immersive augmented reality experiences using spatial audio
  7. US20240062444A1 — Virtual clothing try-on
  8. US20250203061A1 — Augmented reality eyewear with x-ray effect
  9. US20240036336A1 — Magnified overlays correlated with virtual markers
  10. US20230350203A1 — AR/VR enabled contact lens