Today, when we hear about augmented reality, we think about Pokémon Go, Snapchat filters, and the inevitable Ikea app. In other words: 3D models on top of video feeds. Let's be honest: this is far from the disruptive and revolutionary technology we've been promised. What if there was more to it? In this talk, we'll explore why this definition of AR is overly narrow and constraining. The first part covers the lessons learned from designing mixed-reality experiences at Osmo. I present some of Osmo's early prototypes and explain why they failed. I also cover the key early design decisions that made Osmo successful in retrospect. In the second part, we expand our definition of AR to 'technology that — quite literally — augment our reality.' I explain how this simple change in perspective opens the door to unforeseen innovation. Beyond screens and Snapchat filters, we'll see how AR will bring us into an era of ubiquitous computing, where the line between the digital and the physical fades away.