Professional collaboration in XR production requires aligning spatial vision between stakeholders with different roles and expertise. While producers understand XR design affordances, clients often lack experiential knowledge, creating communication gaps during early project discussions. Conventional 2D meeting platforms cannot adequately support discussing inherently spatial XR concepts. We explore how Social XR addresses this challenge by situating both parties within a shared three-dimensional meeting environment. Through an in-the-wild study with XR producers in Denmark and museum curators in the Netherlands (N=8), we examine how shared immersive space shapes pre-production communication. Our findings demonstrate Social XR’s value for improving communication compared to conventional meetings: clients gain direct spatial understanding of XR possibilities, while producers can observe client reactions and guide discussions in real time. The study also reveals divergent meeting intentions between producers and clients - a dynamic invisible in 2D contexts. Additionally, we discuss implications for designing and evaluating collaborative XR meeting environments where success depends on aligning creative vision rather than completing defined tasks.

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doi.org/10.1145/3788851.3815018
MX '26: ACM International Conference on Interactive Media Experiences
creativecommons.org/licenses/by/4.0
Centrum Wiskunde & Informatica, Amsterdam (CWI), The Netherlands

Lee, S., Viola, I., Jansen, J., Singla, A., Wylezek, K., Röggla, T.& César Garcia, P. S. (2026). Social XR for pre-production meetings: An in-the-wild study of early stage communication between XR producers and clients. ACM International Conference on Interactive Media Experiences, 409–414.https://doi.org/10.1145/3788851.3815018