Usability vs Design – When Does One Trump the Other? AI (Alexander Interactiv...Josh Levine
I recently presented at the Internet Retailer Web Design Conference (IRWD) down in Orlando (Feb 13). The topic was "How to achieve harmony between usability and design". Special thanks to Jordan Lustig, from Saks Fifth Avenue, for joining me up on stage. We had a great time. Thank you all for joining us!
Design and development better togetherGregory Raiz
Many organizations have designers and developers but often these disciplines don't work well together. Great software comes from the communication of these two disciplines.
Still trying to get your head around responsive design? This presentation of basic terms, concepts, and examples can help. Useful for introducing responsive design thinking to UX professionals and departments.
PROPS: to Ethan Marcotte for his book, "Responsive Web Design" (available for sale on Amazon) from which this presentation drew heavily.
Design Thinking Guide for Successful Professionals- Chapter 1archholy
Design thinking is a powerful thinking tool which could drive a brand, business or an individual forward positively. It is also a part and parcel way of thinking that designers go through in their minds in every single design project. Thinking like a designer can transform the way organizations develop products and services on the front end, while improving processes and strategy to the backend. It is a way of simply thinking and ideating on a solution to address a problem or better meet a customer need. It is a process focused on solutions and not the problem.
This is a 182-page power packed book that will provide insights on how to solve problems creatively using proven design thinking tools
Download PDF Book here: https://payhip.com/b/hM4U
Download iTunes eBook here: https://itunes.apple.com/us/book/complete-design-thinking-guide/id1022432207?ls=1&mt=11
Preview Book here: http://www.emerge-creatives.com/#!design-thinking-guide-for-success/c5jg
Twitter: @designthinkbook
Facebook: https://www.facebook.com/designthinkingbook/
This document summarizes a mobile app called 30 Second Showcase that allows creatives to efficiently display their best work to prospective clients in under a minute. It outlines the team developing the app, the problem it addresses, its proposed solution and mission, the technology being used, its design approach, marketing strategy, competitors, business model, and development milestones and timeline. The app aims to provide an innovative way for creatives in fields like graphic design, photography, and film to pitch their work through a simple, visually focused tool.
Design Thinking and Innovation at AppleKaran Jaidka
Design Thinking and Innovation at Apple
Apple's success is built on design thinking, simplicity, and excellence in execution. Under Steve Jobs, Apple prioritized understanding user needs and designing intuitive products. Jobs insisted on iterative customer involvement and usability testing. Apple also focused on beautiful design, platform strategy for future products, and timely launches of high-quality products. Jobs' vision drove Apple to create wonderful products through discipline, talent, and his leadership. Going forward, Apple will need to adapt and innovate more broadly to succeed without Jobs.
Apple was founded in 1976 with the goal of creating computers that were easy for individuals to use. Through design thinking and a focus on simplicity, Apple aimed to make computers people fell in love with. After Steve Jobs returned in 1997, he renewed Apple's focus on excellence in product execution, platform strategy, customer involvement, and beautiful design. Jobs played a key role as the chief innovator through his hands-on product design and dramatic product launches. Apple has achieved ongoing success by boldly experimenting while staying true to Jobs' vision of elegant solutions.
This document provides an overview of design thinking and innovation at Apple. It discusses how Steve Jobs focused on simplicity in design and the user experience when he returned to Apple in 1997. It also outlines Apple's excellence in product execution, platform strategy of creating integrated product families, and how Jobs drove innovation through an unconventional process of saying no to many ideas. The document notes how Jobs imprinted his visionary and experimental approach at Apple and pushed boundaries through bold experiments like the Apple retail stores. It concludes by reflecting on how Apple has maintained market leadership since Jobs' passing by continuing to develop products consistent with his culture of innovation.
Usability vs Design – When Does One Trump the Other? AI (Alexander Interactiv...Josh Levine
I recently presented at the Internet Retailer Web Design Conference (IRWD) down in Orlando (Feb 13). The topic was "How to achieve harmony between usability and design". Special thanks to Jordan Lustig, from Saks Fifth Avenue, for joining me up on stage. We had a great time. Thank you all for joining us!
Design and development better togetherGregory Raiz
Many organizations have designers and developers but often these disciplines don't work well together. Great software comes from the communication of these two disciplines.
Still trying to get your head around responsive design? This presentation of basic terms, concepts, and examples can help. Useful for introducing responsive design thinking to UX professionals and departments.
PROPS: to Ethan Marcotte for his book, "Responsive Web Design" (available for sale on Amazon) from which this presentation drew heavily.
Design Thinking Guide for Successful Professionals- Chapter 1archholy
Design thinking is a powerful thinking tool which could drive a brand, business or an individual forward positively. It is also a part and parcel way of thinking that designers go through in their minds in every single design project. Thinking like a designer can transform the way organizations develop products and services on the front end, while improving processes and strategy to the backend. It is a way of simply thinking and ideating on a solution to address a problem or better meet a customer need. It is a process focused on solutions and not the problem.
This is a 182-page power packed book that will provide insights on how to solve problems creatively using proven design thinking tools
Download PDF Book here: https://payhip.com/b/hM4U
Download iTunes eBook here: https://itunes.apple.com/us/book/complete-design-thinking-guide/id1022432207?ls=1&mt=11
Preview Book here: http://www.emerge-creatives.com/#!design-thinking-guide-for-success/c5jg
Twitter: @designthinkbook
Facebook: https://www.facebook.com/designthinkingbook/
This document summarizes a mobile app called 30 Second Showcase that allows creatives to efficiently display their best work to prospective clients in under a minute. It outlines the team developing the app, the problem it addresses, its proposed solution and mission, the technology being used, its design approach, marketing strategy, competitors, business model, and development milestones and timeline. The app aims to provide an innovative way for creatives in fields like graphic design, photography, and film to pitch their work through a simple, visually focused tool.
Design Thinking and Innovation at AppleKaran Jaidka
Design Thinking and Innovation at Apple
Apple's success is built on design thinking, simplicity, and excellence in execution. Under Steve Jobs, Apple prioritized understanding user needs and designing intuitive products. Jobs insisted on iterative customer involvement and usability testing. Apple also focused on beautiful design, platform strategy for future products, and timely launches of high-quality products. Jobs' vision drove Apple to create wonderful products through discipline, talent, and his leadership. Going forward, Apple will need to adapt and innovate more broadly to succeed without Jobs.
Apple was founded in 1976 with the goal of creating computers that were easy for individuals to use. Through design thinking and a focus on simplicity, Apple aimed to make computers people fell in love with. After Steve Jobs returned in 1997, he renewed Apple's focus on excellence in product execution, platform strategy, customer involvement, and beautiful design. Jobs played a key role as the chief innovator through his hands-on product design and dramatic product launches. Apple has achieved ongoing success by boldly experimenting while staying true to Jobs' vision of elegant solutions.
This document provides an overview of design thinking and innovation at Apple. It discusses how Steve Jobs focused on simplicity in design and the user experience when he returned to Apple in 1997. It also outlines Apple's excellence in product execution, platform strategy of creating integrated product families, and how Jobs drove innovation through an unconventional process of saying no to many ideas. The document notes how Jobs imprinted his visionary and experimental approach at Apple and pushed boundaries through bold experiments like the Apple retail stores. It concludes by reflecting on how Apple has maintained market leadership since Jobs' passing by continuing to develop products consistent with his culture of innovation.
Possible Worldwide is an agency that focuses on creating meaningful interactive marketing experiences rather than just communications. They believe companies that deliver great customer experiences will succeed. The document discusses traditional and interesting uses of augmented reality, including Lego using AR on their packaging to bring products to life, a Coraline movie promotion using AR, and Zoo & Co allowing online visitors to try on products via AR.
ShopTalk: Virtual and Augmented Reality Experiences in RetailJason Goldberg
Virtual and augmented reality technologies are increasingly being used in retail for in-store marketing, product visualization and information, and home and design applications. Augmented reality allows for overlaying digital content on top of real-world environments through mobile devices for product information and visualization. Virtual reality uses headsets to fully immerse users in virtual environments for three-dimensional product visualization and simulations. Common retail uses of augmented and virtual reality include in-store product information, online and at-home design and visualization, and virtual try-on of apparel, furniture, and other goods.
How to BOOST retail sales with Augmented Reality? augmentedpixels
This presentation proposes adding augmented reality games to products to increase sales, brand engagement, and ROI. It suggests the idea would appeal to souvenir manufacturers, toy companies, and retailers. Examples are provided of an AR game added to a mug and one for a transformer, and the presentation offers to create a game for the client's product. Contact information is provided at the end.
The Future Of Augmented Reality - Lynne d Johnson WebVisions Portland 2014 #W...Lynne d Johnson
Augmented reality (AR) enhances the real-world environment with virtual objects that align with the real world. AR is expanding into many industries like architecture, education, manufacturing, and more. The global AR market is forecast to grow over 130% annually through 2018 as mobile AR applications drive growth. Future AR technologies may eliminate the need for devices by projecting images directly into our eyes. However, AR still faces challenges in technology, societal acceptance, and proving business value before it becomes mainstream.
Presentation from Retail’s BIG Show, January 15-17, 2017.
MATEY ERDOS, President and CEO, Sundance Holdings Group, LLC
LAUREN HAYDEL, CEO and T-Shirt Folder, Fleurty Girl
DAVID LEVIN, President and CEO,Destination XL Group, Inc.
KEN NISCH, Chairman, JGA
Case Study : Augmented Reality for Children in Banking.Vipin Dubey
A case study describing high level value proposition for a learning platform for children using augmented reality with an overview of features, feasibility and challenges.
cScape CEU client paper: Thoughts on the iPad from cScape Customer Engagement Unit's consultants. Contributors include: Dr Dave Chaffey, Anne Caborn, Dom Graveson, Jay Cooper, Lynda Rathbone, Amanda Davie, Hugh Gage, Dan Barker, Mariam Mohajer-Pahbari, Richard Sedley
Getting Ideas Out of Your Head and Into the App StoreTraci Lawson
The document provides guidance for independent developers on producing apps with limited budgets. It discusses self-funding an app, sales expectations, competition in the app market, top sales numbers, pricing strategies, usability testing, design tips for kids' apps, writing a design document, finding a programmer, and whether to incorporate. Key recommendations include focusing on a novel idea, iterative prototyping and testing, prioritizing features, and emphasizing quality art and design.
Business Ideas And Opportunites - BasicsAndrew Hirst
The document discusses developing business ideas and finding opportunities. It provides various techniques for generating ideas such as brainstorming, developing personas, customer journey mapping, SCAMPER process, and 5 whys. Some key points made are that ideas can come from anywhere, it is rare to have a "eureka" moment, and the problem should be well defined but not limit solutions. It also discusses evaluating ideas using criteria related to markets, feasibility, protecting the idea, and financials to determine which opportunities to pursue.
Digital tools (DT) can be defined as programs, websites, applications, and other internet and computerized resources that facilitate, enhance and execute digital processes and overall digitization efforts.
Digital tools encompass a wide range of software applications, platforms, and solutions designed to assist individuals and organizations in various tasks, enhance productivity, and facilitate digital interactions. These tools leverage technology to simplify processes, automate repetitive tasks, and provide valuable insights. Here are some common categories and descriptions of digital tools:
FOLDi is a mobile app that allows kids and parents to create paper toys together. It functions as a platform for designers to upload paper toy templates for free or paid download by users. The app includes features for printing, painting, and sharing designs. FOLDi's business model generates revenue from in-app purchases of templates and stamps, as well as a paper delivery service to print designs. The founder aims to expand the app to the web, include 3D modeling, and grow its user base to 20 million by 2016.
Class 1: Introduction to web technology entrepreneurship allanchao
This document provides an agenda and overview for an introductory class on web startups and the Lean Startup methodology. The class covers the context and history of web startups, including the dot-com bubble. It discusses that ideas have little value on their own and that execution is key to success. The document then introduces the Lean Startup methodology, including minimum viable products, agile development, and the customer development process of discovery, validation, creation and company building. It concludes with assigning reading materials and noting that next class will involve practice startup pitches to form project teams.
Right from the Start : From Failing Fast to Succeeding Sooner - Alan Albert a...Alan Albert
What if you could truly know - right from the start of every product and feature - exactly what your customers care about most?
Together we'll explore where iterative development works and where it doesn't.
With stories from 25+ years of building products, I'll illustrate how understanding Customer Perception of Value can shortcut your path to success. You'll learn - and get to try out - new ways to discover what your customers will value most and how this insight will help you move every product and feature from failing fast to succeeding fast.
Right from the Start : From Failing Fast to Succeeding Sooner
An Interactive Presentation + Mini-Workshop
Presented by Alan Albert, MarketFit
at ProductCamp Portland, March 7 2020
For All Audiences from beginner to expert
Where to invest money and time in VR & AR - Andrew LacyAndrew Lacy
A high level guide for investors and entrepreneurs looking to invest their money or start a company in the virtual reality and augmented reality space.
Slides from my talk on the things I've learned by comparing the collaborative process as it is carried out in many modern organizations to the creative process of artists and makers.
The document provides guidance on pitching startups and technologies to investors. It outlines different types of pitches including 30-second elevator pitches, 2-3 minute rapid fire pitches, and longer 20-60 minute formal pitches. It details the key elements that should be included in pitches, such as problem description, product solution, market analysis, business model, team, and request. The document aims to help startups craft effective pitches to attract investors and other partners.
Real World Insights That Will Help You Develop an Amazing UX & Mobile StrategyGreg Zapar
As a UX / Visual Designer, Business Lead or Product Manager, we strive to create great digital experiences for our companies and audiences. But how many organizations are truly able to deliver? With over 15 years of business and UX experience, Greg Zapar shares real-world examples and insights that will help you create opportunities through design.
The Importance of Listening to Your CustomersDrift
The document discusses the importance of listening to customers and provides examples of companies that failed or succeeded by listening to customer feedback. It introduces the "Spotlight Framework" to categorize customer feedback into user experience issues, product marketing issues, and positioning issues to prioritize responses. It advocates using an incremental approach to make many small updates in response to feedback rather than large changes, in order to strengthen the brand through improved customer experience.
The Lean Startup way or how to design solutions that will be adoptedMoldova ICT Summit
The document discusses the Lean Startup methodology for developing solutions that customers will adopt. It emphasizes validating assumptions with experiments and customer feedback rather than discussions. The key aspects are:
1) Understanding customer problems, limitations, and existing solutions through interviews and observation of behavior.
2) Hypothesizing the root causes of problems and designing small experiments to test solutions.
3) Identifying triggers for customer action and channels they use to find solutions and get feedback through iterative testing.
4) Continually learning and improving solutions based on validated data from customers rather than assumptions within discussions.
iMedia Brand Summit 2010 - Digital Marketing Innovations from DellMartusia11
Digital marketing innovations that enhance consumer engagement discusses three initiatives by Dell to engage customers: 1) Ideastorm, a website where customers generate and vote on ideas with over 13,500 ideas and 400 implemented, 2) Twitter, where Dell has over 1 million followers and generates $9M in revenue, 3) Dell Swarm, a social shopping experiment where prices decrease based on group commitments that is being piloted in Singapore and will launch in the US/Canada in 2010.
Possible Worldwide is an agency that focuses on creating meaningful interactive marketing experiences rather than just communications. They believe companies that deliver great customer experiences will succeed. The document discusses traditional and interesting uses of augmented reality, including Lego using AR on their packaging to bring products to life, a Coraline movie promotion using AR, and Zoo & Co allowing online visitors to try on products via AR.
ShopTalk: Virtual and Augmented Reality Experiences in RetailJason Goldberg
Virtual and augmented reality technologies are increasingly being used in retail for in-store marketing, product visualization and information, and home and design applications. Augmented reality allows for overlaying digital content on top of real-world environments through mobile devices for product information and visualization. Virtual reality uses headsets to fully immerse users in virtual environments for three-dimensional product visualization and simulations. Common retail uses of augmented and virtual reality include in-store product information, online and at-home design and visualization, and virtual try-on of apparel, furniture, and other goods.
How to BOOST retail sales with Augmented Reality? augmentedpixels
This presentation proposes adding augmented reality games to products to increase sales, brand engagement, and ROI. It suggests the idea would appeal to souvenir manufacturers, toy companies, and retailers. Examples are provided of an AR game added to a mug and one for a transformer, and the presentation offers to create a game for the client's product. Contact information is provided at the end.
The Future Of Augmented Reality - Lynne d Johnson WebVisions Portland 2014 #W...Lynne d Johnson
Augmented reality (AR) enhances the real-world environment with virtual objects that align with the real world. AR is expanding into many industries like architecture, education, manufacturing, and more. The global AR market is forecast to grow over 130% annually through 2018 as mobile AR applications drive growth. Future AR technologies may eliminate the need for devices by projecting images directly into our eyes. However, AR still faces challenges in technology, societal acceptance, and proving business value before it becomes mainstream.
Presentation from Retail’s BIG Show, January 15-17, 2017.
MATEY ERDOS, President and CEO, Sundance Holdings Group, LLC
LAUREN HAYDEL, CEO and T-Shirt Folder, Fleurty Girl
DAVID LEVIN, President and CEO,Destination XL Group, Inc.
KEN NISCH, Chairman, JGA
Case Study : Augmented Reality for Children in Banking.Vipin Dubey
A case study describing high level value proposition for a learning platform for children using augmented reality with an overview of features, feasibility and challenges.
cScape CEU client paper: Thoughts on the iPad from cScape Customer Engagement Unit's consultants. Contributors include: Dr Dave Chaffey, Anne Caborn, Dom Graveson, Jay Cooper, Lynda Rathbone, Amanda Davie, Hugh Gage, Dan Barker, Mariam Mohajer-Pahbari, Richard Sedley
Getting Ideas Out of Your Head and Into the App StoreTraci Lawson
The document provides guidance for independent developers on producing apps with limited budgets. It discusses self-funding an app, sales expectations, competition in the app market, top sales numbers, pricing strategies, usability testing, design tips for kids' apps, writing a design document, finding a programmer, and whether to incorporate. Key recommendations include focusing on a novel idea, iterative prototyping and testing, prioritizing features, and emphasizing quality art and design.
Business Ideas And Opportunites - BasicsAndrew Hirst
The document discusses developing business ideas and finding opportunities. It provides various techniques for generating ideas such as brainstorming, developing personas, customer journey mapping, SCAMPER process, and 5 whys. Some key points made are that ideas can come from anywhere, it is rare to have a "eureka" moment, and the problem should be well defined but not limit solutions. It also discusses evaluating ideas using criteria related to markets, feasibility, protecting the idea, and financials to determine which opportunities to pursue.
Digital tools (DT) can be defined as programs, websites, applications, and other internet and computerized resources that facilitate, enhance and execute digital processes and overall digitization efforts.
Digital tools encompass a wide range of software applications, platforms, and solutions designed to assist individuals and organizations in various tasks, enhance productivity, and facilitate digital interactions. These tools leverage technology to simplify processes, automate repetitive tasks, and provide valuable insights. Here are some common categories and descriptions of digital tools:
FOLDi is a mobile app that allows kids and parents to create paper toys together. It functions as a platform for designers to upload paper toy templates for free or paid download by users. The app includes features for printing, painting, and sharing designs. FOLDi's business model generates revenue from in-app purchases of templates and stamps, as well as a paper delivery service to print designs. The founder aims to expand the app to the web, include 3D modeling, and grow its user base to 20 million by 2016.
Class 1: Introduction to web technology entrepreneurship allanchao
This document provides an agenda and overview for an introductory class on web startups and the Lean Startup methodology. The class covers the context and history of web startups, including the dot-com bubble. It discusses that ideas have little value on their own and that execution is key to success. The document then introduces the Lean Startup methodology, including minimum viable products, agile development, and the customer development process of discovery, validation, creation and company building. It concludes with assigning reading materials and noting that next class will involve practice startup pitches to form project teams.
Right from the Start : From Failing Fast to Succeeding Sooner - Alan Albert a...Alan Albert
What if you could truly know - right from the start of every product and feature - exactly what your customers care about most?
Together we'll explore where iterative development works and where it doesn't.
With stories from 25+ years of building products, I'll illustrate how understanding Customer Perception of Value can shortcut your path to success. You'll learn - and get to try out - new ways to discover what your customers will value most and how this insight will help you move every product and feature from failing fast to succeeding fast.
Right from the Start : From Failing Fast to Succeeding Sooner
An Interactive Presentation + Mini-Workshop
Presented by Alan Albert, MarketFit
at ProductCamp Portland, March 7 2020
For All Audiences from beginner to expert
Where to invest money and time in VR & AR - Andrew LacyAndrew Lacy
A high level guide for investors and entrepreneurs looking to invest their money or start a company in the virtual reality and augmented reality space.
Slides from my talk on the things I've learned by comparing the collaborative process as it is carried out in many modern organizations to the creative process of artists and makers.
The document provides guidance on pitching startups and technologies to investors. It outlines different types of pitches including 30-second elevator pitches, 2-3 minute rapid fire pitches, and longer 20-60 minute formal pitches. It details the key elements that should be included in pitches, such as problem description, product solution, market analysis, business model, team, and request. The document aims to help startups craft effective pitches to attract investors and other partners.
Real World Insights That Will Help You Develop an Amazing UX & Mobile StrategyGreg Zapar
As a UX / Visual Designer, Business Lead or Product Manager, we strive to create great digital experiences for our companies and audiences. But how many organizations are truly able to deliver? With over 15 years of business and UX experience, Greg Zapar shares real-world examples and insights that will help you create opportunities through design.
The Importance of Listening to Your CustomersDrift
The document discusses the importance of listening to customers and provides examples of companies that failed or succeeded by listening to customer feedback. It introduces the "Spotlight Framework" to categorize customer feedback into user experience issues, product marketing issues, and positioning issues to prioritize responses. It advocates using an incremental approach to make many small updates in response to feedback rather than large changes, in order to strengthen the brand through improved customer experience.
The Lean Startup way or how to design solutions that will be adoptedMoldova ICT Summit
The document discusses the Lean Startup methodology for developing solutions that customers will adopt. It emphasizes validating assumptions with experiments and customer feedback rather than discussions. The key aspects are:
1) Understanding customer problems, limitations, and existing solutions through interviews and observation of behavior.
2) Hypothesizing the root causes of problems and designing small experiments to test solutions.
3) Identifying triggers for customer action and channels they use to find solutions and get feedback through iterative testing.
4) Continually learning and improving solutions based on validated data from customers rather than assumptions within discussions.
iMedia Brand Summit 2010 - Digital Marketing Innovations from DellMartusia11
Digital marketing innovations that enhance consumer engagement discusses three initiatives by Dell to engage customers: 1) Ideastorm, a website where customers generate and vote on ideas with over 13,500 ideas and 400 implemented, 2) Twitter, where Dell has over 1 million followers and generates $9M in revenue, 3) Dell Swarm, a social shopping experiment where prices decrease based on group commitments that is being piloted in Singapore and will launch in the US/Canada in 2010.
Dell - Marta Obrebska - Online Business Manager, CSMBiMedia UK
Digital marketing innovations that enhance consumer engagement discusses three initiatives by Dell to engage customers: 1) Ideastorm, a website where customers generate and vote on ideas with over 13,500 ideas and 400 implemented, 2) Twitter, where Dell has over 1 million followers and generates $9M in revenue, 3) Dell Swarm, a social shopping experiment where prices decrease based on group commitments, currently piloted in Singapore. The document advocates for social media being integrated across business functions and outlines frameworks for evaluating online conversations and responding to blogs.
Augmented reality apps run the gamut from interactive map overlays and virtual showrooms to real time night life guide. It uses each piece of software hones in on smartphone GPS and camera functionality to create a more immersive experience. Let's see How AppStudioz offers a wide range of augmented reality solutions and how its addressing business pain points using mobile solutions across various industries.
Does the introduction of Apple’s iPad mark the arrival of yet another consumer electronics fad or does it signal the beginning of a transformative era for business computing? With over three million units sold in the first quarter after launch, the iPad is clearly a consumer adoption success of unprecedented proportion. However, if the iPad takes off with businesses , we may be riding the front edge of a tidal wave of transformation.
The document proposes a solar-powered laptop to address problems with battery life and sustainability. It would be lightweight and efficient, appealing to college students, professionals, and outdoor workers. While facing competition, the laptop's eco-friendly nature positions it for the growing green market. Financial projections estimate losses initially but profitability by year three, seeking financing for production facilities.
Similar to Augmented Reality for retail: known limitations and successful use cases with $$$ (20)
The document discusses how augmented reality (AR) and virtual reality (VR) technologies can revolutionize and innovate real estate sales by providing more interactive and immersive experiences than traditional methods. AR allows physical models to provide additional digital information through an overlay, while VR allows clients to fully immerse themselves in virtual property tours from any location. These technologies can help real estate agents wow clients, cut time between sales, and repeatedly improve return on investment.
This document describes a VR/AR platform called Augmented Pixels that allows users to visualize products in 3D before purchasing. It aims to reduce costs from returns and time spent on purchases by enabling virtual try-before-you-buy experiences. The platform has applications in real estate, furniture, and retail and has won several awards. It is supported on major VR/AR platforms and has partnerships with Samsung and real estate developers.
This document describes a VR/AR platform called Augmented Pixels that allows users to visualize products in virtual environments before purchasing. It aims to reduce costs from returns and time spent on purchases by enabling users to "try before they buy". The platform has applications for real estate, furniture, and home goods and has partnerships with developers, retailers, and real estate companies. It has received awards and recognition and is led by a team of experts in mobile development, computer vision, and business.
An augmented reality game called MaxiKoltuk was developed for cinemas in Turkey to promote İşbank's MaxiPara prepaid cards. The western-style shooter game challenges players to shoot bad characters and save characters like a panda, child, and granny to earn popcorn. It increases the MaxiPara brand and collects user demographic data. The game launched in 62 cinemas across 24 Turkish cities and will deliver new games every 3 months to keep user interest. Immersive games are effective for promoting brands and engaging customers to spend more time and money at cinemas.
GlorAR is an augmented reality platform that allows brands to incorporate AR into marketing materials like catalogs, store displays, and printed collateral. It delivers brand information and virtual product demonstrations directly to customers' mobile devices. The platform is easy to use and deploy, provides precision tracking technology, and supports both marker-based and location-based AR objects. Case studies show AR can increase purchase intent and customer engagement.
Augmented Pixels(ex. AR23D) – products based on Augmented Reality technology for sales increase and ROI. We develop effective solutions for retail ( toys, souvenirs etc), real estate, marketing and media. Our technologies allow creating unique user experience for your customers.
Secrets of a Successful Sale: Optimizing Your Checkout ProcessAggregage
https://www.onlineretailtoday.com/frs/26905197/secrets-of-a-successful-sale--optimizing-your-checkout-process
Once upon a time, in the vast realm of online commerce, there lived a humble checkout button overlooked by many. Yet, within its humble click lay the power to transform a mere visitor into a loyal customer. 🧐 💡
Getting checkout right can mark the difference between a successful sale and an abandoned cart, yet many businesses fail to make payments a part of their commerce strategy even when it has a direct impact on revenue. But payments are just one part of a chain. What’s the next touch point? How do you use the data sitting behind a payment to find the next loyal customer?
In this session you’ll learn:
• The integral relationship between payment experience and customer satisfaction
• Proven methods for optimizing the checkout journey
• Leveraging payments data for personalized marketing and enhanced customer loyalty
• Gain invaluable insights into consumer behavior across online and offline channels through data
22. Summary
To achieve high ROI in retail AR solutions should:
solve some real issues (or reward customers :=))
have very simple user interface
have “click to action” feature to generate leads