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The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Altered	
  Reali-es	
  
Dai	
  Giet	
  
MineMR	
  
	
  
	
  
June	
  2016	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  
Tes-ng	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Marketplace	
  Dynamic	
  
•  Rise	
  of	
  the	
  on-­‐demand	
  and	
  online	
  na-ve	
  
genera-on	
  driving	
  new	
  demands	
  
•  Technological	
  advancements	
  across	
  sectors	
  
enabling	
  and	
  pushing	
  the	
  need	
  for	
  innova-on	
  
	
  
•  Limitless	
  info	
  and	
  op-ons	
  available	
  mean	
  
offerings	
  need	
  to	
  be	
  more	
  personal	
  than	
  ever	
  
Implica-ons	
  for	
  	
  
Market	
  Research	
  
	
  
Evolve	
  methods	
  and	
  tools	
  	
  
for	
  understanding	
  customer	
  
feedback	
  and	
  prac-cal	
  
business	
  applica-ons	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Agenda	
  
Virtual	
  Reality	
  as	
  a	
  Research	
  Tool	
  
1.  What	
  is	
  Virtual	
  Reality	
  (VR)	
  
2.  Concept	
  simula0on	
  capabili0es	
  
3.  Data	
  collec0on	
  capabili0es	
  
4.  Market	
  research	
  use	
  cases	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Virtual	
  Reality	
  (VR)	
  
Immersive	
  mul-media:	
  	
  	
  	
  	
  	
  	
  
computer-­‐simulated	
  environment	
  
that	
  a	
  user	
  can	
  experience	
  
through	
  the	
  senses	
  of	
  sight,	
  
hearing,	
  touch,	
  and	
  even	
  smell	
  	
  
Delivered	
  via:	
  computer	
  or	
  head	
  
mounted	
  display	
  
2016	
  CES	
  aNendees	
  screamed	
  and	
  reacted	
  to	
  a	
  wooden	
  roller	
  coaster	
  ride	
  	
  
in	
  Virtual	
  Reality	
  (via	
  Samsung	
  Gear	
  VR,	
  head	
  mounted	
  display)	
  	
  	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Virtual	
  Reality	
  (VR)	
  
Current	
  limita-ons:	
  
	
  
• Slow	
  consumer	
  market	
  
penetra0on	
  
• Short-­‐form	
  experiences	
  
• Disorien0ng	
  for	
  some	
  users	
  
VR	
  strengths:	
  
	
  
• Ability	
  to	
  make	
  users	
  feel	
  
transported	
  
• Hyper-­‐realis0c	
  simula0ons	
  	
  
• Interac0vity	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Concept	
  Simula-on	
  Capabili-es	
  
Game-­‐like	
  visuals	
   Photo	
  realis-c	
  
Closing	
  the	
  gap	
  with	
  real	
  life	
  experience	
  for	
  customer	
  feedback	
  
In-­‐the-­‐moment	
  response	
  >	
  Recall	
  or	
  inten0on	
  response	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
VR	
  vs.	
  Tradi-onal	
  Methods	
  
TESTING	
  MATERIALS	
  
	
  
Tradi-onal:	
  2D,	
  not	
  scalable	
  
•  Photographs	
  or	
  descrip0ons	
  
•  One	
  session,	
  one	
  subject	
  
	
  
VR:	
  3D,	
  scalable	
  
•  Hyper-­‐realis0c	
  mock	
  ups	
  
•  Create	
  op0ons,	
  look	
  and	
  feel	
  for	
  tes0ng	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
RESPONDENT	
  EXPERIENCE	
  
	
  
Tradi-onal:	
  removed	
  seWng	
  
•  Distant,	
  low	
  engagement	
  
•  Response	
  subject	
  to	
  interpreta0on	
  
	
  
VR:	
  enclosed	
  seWng	
  
•  Immersive,	
  deeper	
  engagement	
  
•  More	
  realis0c	
  decision	
  making	
  feedback	
  
	
  
VR	
  vs.	
  Tradi-onal	
  Methods	
  
Current	
  limita-ons:	
  
•  Not	
  a	
  rush	
  project	
  
•  Facility	
  dependent	
  
•  Disorien0ng	
  for	
  some	
  users	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
RESPONDENT	
  EXPERIENCE	
  
	
  
Tradi-onal:	
  removed	
  seWng	
  
•  Distant,	
  low	
  engagement	
  
•  Response	
  subject	
  to	
  interpreta0on	
  
	
  
VR:	
  enclosed	
  seWng	
  
•  Immersive,	
  deeper	
  engagement	
  
•  More	
  realis0c	
  decision	
  making	
  feedback	
  
	
  
VR	
  vs.	
  Tradi-onal	
  Methods	
  
DATA	
  QUALITY|ANALYSIS	
  
	
  
	
  
Tradi-onal:	
  Memory-­‐based	
  
We	
  only	
  know	
  what	
  they	
  did	
  or	
  claimed	
  why	
  they	
  did	
  it	
  
	
  
	
  
VR:	
  Reac-ve,	
  in-­‐seWng	
  
We	
  see	
  what	
  they	
  see	
  and	
  hear	
  reason	
  for	
  choice	
  
	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Data	
  Collec-on	
  Capabili-es	
  
Respondent	
  Level	
  Data	
  	
  
In	
  Excel	
  
Audio	
  Feedback	
  	
  
Recordings	
  
Video	
  Footage	
  	
  
Recordings	
  
•  Head	
  tracking	
  data	
  
•  Time	
  spent	
  by	
  task	
  
•  Sequence	
  of	
  behavior	
  
•  In-­‐scenario	
  poll	
  response	
  
Vocalized	
  feedback	
  to	
  concept	
  
experience	
  and	
  key	
  ques0ons	
  
Respondent	
  POV	
  and	
  external	
  
footage	
  of	
  concept	
  experience	
  
and	
  reac0on	
  
Quant	
   Qual	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Example	
  Learning	
  Outputs	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Example	
  Learning	
  Outputs	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Example	
  Learning	
  Outputs	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Research	
  with	
  VR	
  Use	
  Cases	
  
CONCEPT	
  PROTOTYPE	
  TESTING	
  
Interac-ve	
  character	
  development	
  
•  Showcase	
  personality	
  and	
  abili0es	
  
•  Fine-­‐tune	
  features,	
  look	
  and	
  feel	
  
•  Gauge	
  emo0onal	
  response	
  
Reducing	
  0meline	
  from	
  idea0on	
  to	
  prototype	
  development	
  
Gain	
  inputs	
  for	
  communica0ons	
  planning	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Research	
  with	
  VR	
  Use	
  Cases	
  
IN-­‐STORE	
  DISPLAY	
  TESTING	
  
Understand	
  the	
  in-­‐store	
  response	
  
•  Capture	
  in-­‐store	
  visual	
  journey	
  
•  Understand	
  display	
  impact	
  
•  Uncover	
  aNen0on	
  drivers	
  
Reducing	
  0meline	
  from	
  idea0on	
  to	
  prototype	
  development	
  
Gain	
  inputs	
  for	
  communica0ons	
  planning	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Research	
  with	
  VR	
  Use	
  Cases	
  
COMMERCIAL	
  SPACE	
  
OPTIMIZATION	
  
Interac-ve	
  concept	
  development	
  
•  Understand	
  concept	
  poten0al	
  
•  Fine-­‐tune	
  layout	
  
•  Gauge	
  emo0onal	
  response	
  
Reducing	
  0meline	
  from	
  idea0on	
  to	
  prototype	
  development	
  
Gain	
  inputs	
  for	
  communica0ons	
  planning	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Thank	
  You!	
  
	
  
	
  
	
  
	
  
	
  
Email:	
  Dai@minemr.com	
  
The	
  Next	
  Evolu-on	
  of	
  Concept	
  Tes-ng	
  
Dai	
  Giet,	
  MineMR,	
  Altered	
  Reali0es	
  2016	
  
Q	
  &	
  A	
  
Ray	
  Poynter	
  
The	
  Future	
  Place	
  
Dai	
  Giet	
  
MineMR	
  

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Dai Giet Altered Realities - 2016

  • 1. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Altered  Reali-es   Dai  Giet   MineMR       June  2016   The  Next  Evolu-on  of  Concept   Tes-ng  
  • 2. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Marketplace  Dynamic   •  Rise  of  the  on-­‐demand  and  online  na-ve   genera-on  driving  new  demands   •  Technological  advancements  across  sectors   enabling  and  pushing  the  need  for  innova-on     •  Limitless  info  and  op-ons  available  mean   offerings  need  to  be  more  personal  than  ever   Implica-ons  for     Market  Research     Evolve  methods  and  tools     for  understanding  customer   feedback  and  prac-cal   business  applica-ons  
  • 3. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Agenda   Virtual  Reality  as  a  Research  Tool   1.  What  is  Virtual  Reality  (VR)   2.  Concept  simula0on  capabili0es   3.  Data  collec0on  capabili0es   4.  Market  research  use  cases  
  • 4. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Virtual  Reality  (VR)   Immersive  mul-media:               computer-­‐simulated  environment   that  a  user  can  experience   through  the  senses  of  sight,   hearing,  touch,  and  even  smell     Delivered  via:  computer  or  head   mounted  display   2016  CES  aNendees  screamed  and  reacted  to  a  wooden  roller  coaster  ride     in  Virtual  Reality  (via  Samsung  Gear  VR,  head  mounted  display)      
  • 5. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Virtual  Reality  (VR)   Current  limita-ons:     • Slow  consumer  market   penetra0on   • Short-­‐form  experiences   • Disorien0ng  for  some  users   VR  strengths:     • Ability  to  make  users  feel   transported   • Hyper-­‐realis0c  simula0ons     • Interac0vity  
  • 6. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Concept  Simula-on  Capabili-es   Game-­‐like  visuals   Photo  realis-c   Closing  the  gap  with  real  life  experience  for  customer  feedback   In-­‐the-­‐moment  response  >  Recall  or  inten0on  response  
  • 7. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   VR  vs.  Tradi-onal  Methods   TESTING  MATERIALS     Tradi-onal:  2D,  not  scalable   •  Photographs  or  descrip0ons   •  One  session,  one  subject     VR:  3D,  scalable   •  Hyper-­‐realis0c  mock  ups   •  Create  op0ons,  look  and  feel  for  tes0ng  
  • 8. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   RESPONDENT  EXPERIENCE     Tradi-onal:  removed  seWng   •  Distant,  low  engagement   •  Response  subject  to  interpreta0on     VR:  enclosed  seWng   •  Immersive,  deeper  engagement   •  More  realis0c  decision  making  feedback     VR  vs.  Tradi-onal  Methods   Current  limita-ons:   •  Not  a  rush  project   •  Facility  dependent   •  Disorien0ng  for  some  users  
  • 9. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   RESPONDENT  EXPERIENCE     Tradi-onal:  removed  seWng   •  Distant,  low  engagement   •  Response  subject  to  interpreta0on     VR:  enclosed  seWng   •  Immersive,  deeper  engagement   •  More  realis0c  decision  making  feedback     VR  vs.  Tradi-onal  Methods   DATA  QUALITY|ANALYSIS       Tradi-onal:  Memory-­‐based   We  only  know  what  they  did  or  claimed  why  they  did  it       VR:  Reac-ve,  in-­‐seWng   We  see  what  they  see  and  hear  reason  for  choice    
  • 10. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Data  Collec-on  Capabili-es   Respondent  Level  Data     In  Excel   Audio  Feedback     Recordings   Video  Footage     Recordings   •  Head  tracking  data   •  Time  spent  by  task   •  Sequence  of  behavior   •  In-­‐scenario  poll  response   Vocalized  feedback  to  concept   experience  and  key  ques0ons   Respondent  POV  and  external   footage  of  concept  experience   and  reac0on   Quant   Qual  
  • 11. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Example  Learning  Outputs  
  • 12. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Example  Learning  Outputs  
  • 13. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Example  Learning  Outputs  
  • 14. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Research  with  VR  Use  Cases   CONCEPT  PROTOTYPE  TESTING   Interac-ve  character  development   •  Showcase  personality  and  abili0es   •  Fine-­‐tune  features,  look  and  feel   •  Gauge  emo0onal  response   Reducing  0meline  from  idea0on  to  prototype  development   Gain  inputs  for  communica0ons  planning  
  • 15. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Research  with  VR  Use  Cases   IN-­‐STORE  DISPLAY  TESTING   Understand  the  in-­‐store  response   •  Capture  in-­‐store  visual  journey   •  Understand  display  impact   •  Uncover  aNen0on  drivers   Reducing  0meline  from  idea0on  to  prototype  development   Gain  inputs  for  communica0ons  planning  
  • 16. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Research  with  VR  Use  Cases   COMMERCIAL  SPACE   OPTIMIZATION   Interac-ve  concept  development   •  Understand  concept  poten0al   •  Fine-­‐tune  layout   •  Gauge  emo0onal  response   Reducing  0meline  from  idea0on  to  prototype  development   Gain  inputs  for  communica0ons  planning  
  • 17. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Thank  You!             Email:  Dai@minemr.com  
  • 18. The  Next  Evolu-on  of  Concept  Tes-ng   Dai  Giet,  MineMR,  Altered  Reali0es  2016   Q  &  A   Ray  Poynter   The  Future  Place   Dai  Giet   MineMR