©2018 Morningstar. All Rights Reserved.
Leslie Marshall
Head of Experiential Marketing
Morningstar Inc.
Creating Memorable Experiences
for Clients with Augmented
Reality (AR) & Virtual Reality (VR)
2
3
Today’s Mobile Mindset
4
Today’s Mobile Mindset
There are more
mobile devices on
the planet than
TVs.
Source: Jupiter
5
Today’s Mobile Mindset
91% of all U.S.
citizens have their
mobile device within
reach 24/7.
Source: Morgan
Stanley
6
Today’s Mobile Mindset
There were 197
BILLION mobile
app downloads in
2017.
Source: Statista
7
The market for mobile
AR is projected to be
$108 Billion by 2021
Source: Digi-Capital
What is Augmented Reality?
Augmented Reality (AR),
adds graphics, sounds, and
touch feedback into our
natural world to create an
enhanced user experience.
9
AR@MIC Goals
▪ Provide attendees with
opportunities to connect with
Morningstar people and
products
▪ Feature Morningstar data in
an interactive format
▪ Deliver a new, fun experience
for #MICUS attendees
▪ Increase interest and traffic
for sponsors
10
AR@MIC – How It Worked
▪ Download from app store
▪ Prominent placement as a
home screen icon within main
conference app
▪ Deep link between main
conference app & AR@MIC
app created by Mesmerize
(project developer)
11
AR@MIC Results
565 downloads
36% of Main #MICUS
App Downloads
12
AR@MIC – Features
▪Discover
▪Nearby
▪Sponsors
▪3D Floor Plan
13
AR@MIC – Nearby
 Attendees scanned QR
codes on signs in the
exhibit hall
 After scanning the QR
code, attendees could see
all events happening
nearby throughout the day
Results = 193 Interactions
14
AR@MIC – 3D Floorplan
▪ Attendees could plan their
conference experience and get
oriented with the conference
space
Results = 361 Interactions
15
AR@MIC – Sponsors
▪ Signs with QR codes provided
to sponsors
▪ Attendees scanned the sign to
find out more about the
company, featuring
Morningstar Data
250 Sponsor Interactions
16
AR@MIC – Discoveries
Tokens were placed in the
exhibit hall
Morningstar employees had
tokens on their badges
1,304 Discoveries
17
18
19
AR Connections = Real Prizes
20
Virtual Reality at #MICUS
21
22
The market for VR is
projected to be $26.8
Billion by 2022.
Source: Zion Market Research
23
#TheInvestorSuccessProject
After taking part in the VR
experience, attendees were
encouraged to move on to the
Behavioural Science area of the
conference to learn more about
our Investor Success Project
VR at #MICUS Results
• 408 sessions
• Henry session was the most
popular (69.8%); Wife (15.7%);
Retiree (14.7%)
• Attendees spent 25 hours in
virtual reality
• Average: 3:48 seconds per session
Employee
Engagement
28
 Add value
 Deliver information
 Create memorable experiences
 Drive action
 Make connections with
attendees
Augmented Reality and Virtual Reality – New Ways to Connect
29
▪ Smartphone is no longer just for
calls, but a consumer platform
▪ Application across a variety of
industries from fashion and retail
to healthcare and finance
▪ Untethered AR and VR devices –
Magic Leap, Oculus GO
▪ Lower Pricing = Greater Adoption
and Accessibility
Trends Driving Adoption and Growth of AR and VR
©2018 Morningstar. All Rights Reserved.

Creating Memorable Experiences for Clients with AR and VR

  • 1.
    ©2018 Morningstar. AllRights Reserved. Leslie Marshall Head of Experiential Marketing Morningstar Inc. Creating Memorable Experiences for Clients with Augmented Reality (AR) & Virtual Reality (VR)
  • 2.
  • 3.
  • 4.
    4 Today’s Mobile Mindset Thereare more mobile devices on the planet than TVs. Source: Jupiter
  • 5.
    5 Today’s Mobile Mindset 91%of all U.S. citizens have their mobile device within reach 24/7. Source: Morgan Stanley
  • 6.
    6 Today’s Mobile Mindset Therewere 197 BILLION mobile app downloads in 2017. Source: Statista
  • 7.
    7 The market formobile AR is projected to be $108 Billion by 2021 Source: Digi-Capital
  • 8.
    What is AugmentedReality? Augmented Reality (AR), adds graphics, sounds, and touch feedback into our natural world to create an enhanced user experience.
  • 9.
    9 AR@MIC Goals ▪ Provideattendees with opportunities to connect with Morningstar people and products ▪ Feature Morningstar data in an interactive format ▪ Deliver a new, fun experience for #MICUS attendees ▪ Increase interest and traffic for sponsors
  • 10.
    10 AR@MIC – HowIt Worked ▪ Download from app store ▪ Prominent placement as a home screen icon within main conference app ▪ Deep link between main conference app & AR@MIC app created by Mesmerize (project developer)
  • 11.
    11 AR@MIC Results 565 downloads 36%of Main #MICUS App Downloads
  • 12.
  • 13.
    13 AR@MIC – Nearby Attendees scanned QR codes on signs in the exhibit hall  After scanning the QR code, attendees could see all events happening nearby throughout the day Results = 193 Interactions
  • 14.
    14 AR@MIC – 3DFloorplan ▪ Attendees could plan their conference experience and get oriented with the conference space Results = 361 Interactions
  • 15.
    15 AR@MIC – Sponsors ▪Signs with QR codes provided to sponsors ▪ Attendees scanned the sign to find out more about the company, featuring Morningstar Data 250 Sponsor Interactions
  • 16.
    16 AR@MIC – Discoveries Tokenswere placed in the exhibit hall Morningstar employees had tokens on their badges 1,304 Discoveries
  • 17.
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
    22 The market forVR is projected to be $26.8 Billion by 2022. Source: Zion Market Research
  • 23.
  • 25.
    #TheInvestorSuccessProject After taking partin the VR experience, attendees were encouraged to move on to the Behavioural Science area of the conference to learn more about our Investor Success Project
  • 26.
    VR at #MICUSResults • 408 sessions • Henry session was the most popular (69.8%); Wife (15.7%); Retiree (14.7%) • Attendees spent 25 hours in virtual reality • Average: 3:48 seconds per session
  • 27.
  • 28.
    28  Add value Deliver information  Create memorable experiences  Drive action  Make connections with attendees Augmented Reality and Virtual Reality – New Ways to Connect
  • 29.
    29 ▪ Smartphone isno longer just for calls, but a consumer platform ▪ Application across a variety of industries from fashion and retail to healthcare and finance ▪ Untethered AR and VR devices – Magic Leap, Oculus GO ▪ Lower Pricing = Greater Adoption and Accessibility Trends Driving Adoption and Growth of AR and VR
  • 30.
    ©2018 Morningstar. AllRights Reserved.