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Zuckerberg’s Push to “Kill the Smartphone” Picks Up Speed

sadaf by sadaf
2025-09-20
in Gadjet, Wearable
Reading Time: 2 mins read
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Mark Zuckerberg has doubled down on a long-running effort to reshape how people access social media, messaging and computing — aiming to move those activities off phones and onto head-worn devices and immersive platforms. Recent product launches, partnerships and a string of new developer incentives reveal a clearer strategy: make augmented reality headsets and mixed-reality wearables viable everyday alternatives to the smartphone.

At the center of the plan is a two-part approach. First, Meta is accelerating hardware: lighter, more rugged AR glasses with longer battery life and improved on-board sensors, paired with companion cases and chargers designed for all-day use. Second, the company is building software that treats headsets as full-time companions — persistent interfaces for communication, media, navigation and quick tasks that today live primarily on phones.

To make that shift practical, Meta is pushing several ecosystem pieces at once. It is lowering the technical barrier for developers to port mobile apps into spatial formats, offering tooling that converts familiar app interactions into glanceable surfaces inside a headset. The company is also adding deeper phone-replacement features — persistent voice and gesture controls, always-on assistants that handle short tasks, and integrations with payment and identity systems so purchases and logins feel seamless without a handset.

Meta’s pitch to users and partners is straightforward: wearables can free people from screens in pockets, provide richer contextual experiences (navigation laid over the real world, hands-free video capture, heads-up notifications) and enable new social interactions that phones cannot. For creators and advertisers, the company promises fresh ad formats, immersive shopping experiences and creator revenue paths tied to spatial content.

But the strategy faces hard practical and social limits. Battery life, heat, and comfort remain significant engineering hurdles for anything meant to be worn for hours. Developers still need incentives to rework mobile experiences for a small but growing installed base of headsets. And many users have privacy concerns about always-on cameras and sensors near their faces. There’s also the social adoption problem: replacing the convenience and universality of the smartphone requires not just better technology but changes in behavior at massive scale.

Industry observers see two likely near-term outcomes. In the optimistic view, the next generation of wearables becomes a popular second device — used for workouts, navigation and hands-free tasks — gradually eating into smartphone time without fully replacing handsets. In a more cautious scenario, wearables remain niche tools for specific use cases (fitness, enterprise, creators), while phones persist as the core personal device for most people.

For Meta, the risk is both technical and reputational. Rapid push-and-pivot cycles can frustrate developers and users; missteps on privacy, safety or content moderation in a world where devices record and augment reality could provoke regulatory scrutiny. Still, the company appears ready to accept a slow, expensive road: fund hardware losses, subsidize partnerships, and push software hooks until utility and habit follow.

Whether Zuckerberg’s quest will actually “kill the smartphone” is uncertain. What is clear is that Meta is committing resources and strategy to make head-worn computing a practical alternative — and that if any company can drive the transition, it will be the one able to combine hardware, social networks, developer tools and advertising at scale. For now, smartphones remain ubiquitous; the battle for what comes next has simply entered a new, more aggressive phase.

Tags: AR ecosystemaugmented realitybattery lifeCreator EconomyDeveloper Toolsdevice adoptionhardware strategyimmersive adsMark ZuckerbergMetamixed realityprivacy concernsSmart Glassessmartphone replacementwearable computing
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