So in terms of how we look at the development process, it has been extremely application driven. And I know I said this, but to kind of talk about a little bit more in terms of like, what the actual process looks like, we've done a lot of consumer research. So because we have an incredible community of folks that we can tap into who are existing Niantic explorers, which is what we refer to our community, as we've been able to do a lot of studies in terms of putting different devices in front of them, putting different experiences in front of them, and just understanding, you know, what, what works and what doesn't, what are the types of things we should be thinking about as we design this? And what do we need to get over to really make this something that becomes that that reaches critical mass. And so we have developers who have helped inform a lot of the hardware requirements, which are the creators that I spoke about previously. But then the consumers are a large bucket of folks who we've learned so much about UX from, that I can give a ton of different examples here. But you know, even just thinking about, we were just talking about the controller, so that's top of mind. But thinking about, you know, if you were to actually use a controller in public, like, what would that look like? And would someone potentially misconstrue that as a weapon, would you potentially be afraid to wear this entire system outside, if it looks very expensive, because you think someone might steal it from you, you know, so these are some, you know, very real questions about how people might feel about wearing something or wearing something outdoors, and the barriers that exist that you have to think about. And if you don't actually talk to consumers to understand all the different places they might be wearing this, how they might be using it, then we're not going to be designing a device that can really reach that can really include everybody and be and be accessible to everyone. And then there's also a ton that we've learned on the experience side, from doing these studies, that really speaks to the importance of field of view, happy to also go into that if you want to talk a little bit more about it, yes, please. So on field of view, it can be very limiting if we are under 50 degree diagonal field of view. And, you know, we can talk very specifically about vertical versus horizontal field of view and what the minimum is there. But really, it's just that the the variety of experiences that you can build as you get a larger field of view increases. And if you have a limited field of view, and is more likely to break immersion, they can create discomfort. And there's also less that creators can do even as it just relates to like UI real estate. So you know, thinking about breaking emergent to try and paint, paint that example a little bit better. Like imagine, you want to see a large object and the distance, and it's Godzilla at the top of the Ferry Building Clock Tower, if you can only see like half of Godzilla his body, it's really not as compelling and you are breaking that immersion. Similarly, if you have a very small, you know, virtual Chihuahua, and you know, you see this little dog and you want to go walk up to it to pet it, and as you get closer, you bend down to interact with it. But again, you can't see all of it and your field of view, because it's so limiting. Again, you're you're breaking that immersion, and we've seen the same thing. So as you look at all the different types of characters you might interact with, imagines some kind of NPC or like a virtual Spiderman or virtual LeBron James, right, if you're like six feet tall or seven feet tall, if they're virtually standing in front of you, and your vertical field of view is not large enough, again, you won't even be able to see this virtual person from head to toe. So those things mean that the types of experiences we have to build are going to be much more limiting. And so there's always this push and pull between the hardware, the hardware engineers who really want to try and think about, you know, let's save battery life. Let's go for a smaller field of view, we can get to a better looking device versus the creators who want to really just create the best experiences and need the space to do that. I have one more example on on another type of game that we could talk about, but just going to defer to you on time. Yeah, no,