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VR CASE STUDY
Customer Service in
Financial Services
Bill West
Founder and Captain
RegattaVR
phone: (812) 360-2077
email: bill@regattavr.com
Proving the Potential of VR
Client Mission
Apply virtual reality (VR) for customer
service in areas where customer
empathy and process adherence are
equally significant contributors to
success.
Demonstrate that VR will develop the
skills and behaviors required for
successful customer interactions,
both in-person and in the call center
(where you do not personally see the
customer).
Regatta’s Mission
Partner with the client to develop an effective
performance solution leveraging blended
virtual reality technologies. Provide expertise
and leadership to support the integration of
VR into the client's secure infrastructure.
Key Words of Objectives
Client Mission
Empathy and process are equal
contributors to success.
Demonstrate skills and behaviors
Both in-person and in the call
center (where you do not
personally see the customer).
Regatta’s Mission
Effective performance solution
Blended virtual reality technologies.
Support the integration of VR into the
client's secure infrastructure.
Our Viewpoint
We can produce immersive experiences that feel like real life, both in the environment and the
sensitive tasks that they must perform.
01
We're able to achieve levels of competency which were previously unobtainable, well beyond
awareness and knowledge, to true behavior development and on-the-job decision-making.02
It requires discipline. We approach this new technology with a formal, proven instructional
design methodology and prescriptive user experience framework.
03
Virtual Reality (VR) will have the greatest impact
on learning since the mobile phone.
Applied to this
Case Study
We developed six simulations for customer service that produced effective results while gathering
detailed user performance data.
01
Each program was asynchronous and immersed the learner into a real client conversation
leveraging multi-branching dialog.
02
A combination of 360-video and CGI was used to emulate a real office environment.03
We combined industry-standards Lectora, Unity, and xAPI to produce a blended
WBT/VR solution compatible with the client's learning ecosystem.
04
Six VR-based performance simulations of customer
interactions, blended with a WBT solution.
PROGRAM 1 – LIFE EVENT
KEY DESIGN ELEMENTS:
• Three performance simulations
• Filmed in 360-video
• Multi-branching dialog conversation
• Each decision point aligns and scored with:
• Empathy in customer service
• Accurate process execution
• Interactive forms using CGI
• Final scores for empathy and process
• Ability to replay to improve score
Click Image to Launch Demo
PROGRAM 2 – END OF LIFE
KEY DESIGN ELEMENTS:
• Three performance simulations
• Filmed in CGI using actual blueprints
• Full mobility around the office
• Multi-branching dialog conversation
• Mind in the sky to visualize the customer
• Game design produced character experiences
• Each decision choice aligns with an archetype:
• Empathy, Sympathy, Silver Lining, Dodger
• Final assessment defined difference between their
archetype and empathy.
Click Image to Launch Demo
Actual User Feedback
Call Centers:
300 associates across seven locations
(including four mega-centers)
Bank Centers:
100 associations across 22 locations
Strongly Agree
Agree
Neutral
Disagree
Strongly Disagree
Detailed User Feedback
Procedure-Centric Program Customer-Centric Program
Improved Customer Satisfaction Rates
Call Center #1 Call Center #2
Development Process - VR via Design Thinking
EMPATHIZE
DEFINE
IDEATE
PROTOTYPE
TEST
LAUNCH
Workshops
Interviews/Shadowing
Problem Definition
Behavioral Needs
Organizational Needs
Future State
Best Practices
Environments
Experiences
Priorities
Refine Design
Complete Functionality
Beta and Pilot Testing
Feedback Review/Analysis
Reviews and Approvals
Audience Personas
Behavioral Challenges
Performance Issues
Learning Outcomes
Ecosystem
3D Wireframes
Low-fi VR Versions
Review and Input
IT Integration Review
Revisions & Iterations
Final Version
IT Integration
Device Logistics
VR App Distribution
LMS Integration
Roll-out
Lessons Learned
1. Nothing about VR development is familiar.
2. The choice of subject matter influences value of VR.
3. User testing requires more hand-holding.
4. Game design provides richer results.
5. Security, security, security. Get IT involved early.
6. Select a tool set that enables agnostic development.
7. There was no preference between 360 and CGI.
8. A single headset can serve a lot of people.
9. Training and support through user groups.
10. Age doesn’t matter.
11. VR and LMS do not play well together, yet.
Final Assessment
In short, when a new technology
effectively develops performance,
and the audience desires to use it, it
is clear indication of the potential
value of that technology.
Thank You.
The VR Project was smooth sailing!
Call me when you’re ready for your
voyage into the new world of VR...
Bill West
Founder and Captain
phone: (812) 360-2077
email: bill@regattavr.com
web: www.regattavr.com

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Regatta VR Customer Service Case Study

  • 1. VR CASE STUDY Customer Service in Financial Services Bill West Founder and Captain RegattaVR phone: (812) 360-2077 email: bill@regattavr.com
  • 2. Proving the Potential of VR Client Mission Apply virtual reality (VR) for customer service in areas where customer empathy and process adherence are equally significant contributors to success. Demonstrate that VR will develop the skills and behaviors required for successful customer interactions, both in-person and in the call center (where you do not personally see the customer). Regatta’s Mission Partner with the client to develop an effective performance solution leveraging blended virtual reality technologies. Provide expertise and leadership to support the integration of VR into the client's secure infrastructure.
  • 3. Key Words of Objectives Client Mission Empathy and process are equal contributors to success. Demonstrate skills and behaviors Both in-person and in the call center (where you do not personally see the customer). Regatta’s Mission Effective performance solution Blended virtual reality technologies. Support the integration of VR into the client's secure infrastructure.
  • 4. Our Viewpoint We can produce immersive experiences that feel like real life, both in the environment and the sensitive tasks that they must perform. 01 We're able to achieve levels of competency which were previously unobtainable, well beyond awareness and knowledge, to true behavior development and on-the-job decision-making.02 It requires discipline. We approach this new technology with a formal, proven instructional design methodology and prescriptive user experience framework. 03 Virtual Reality (VR) will have the greatest impact on learning since the mobile phone.
  • 5. Applied to this Case Study We developed six simulations for customer service that produced effective results while gathering detailed user performance data. 01 Each program was asynchronous and immersed the learner into a real client conversation leveraging multi-branching dialog. 02 A combination of 360-video and CGI was used to emulate a real office environment.03 We combined industry-standards Lectora, Unity, and xAPI to produce a blended WBT/VR solution compatible with the client's learning ecosystem. 04 Six VR-based performance simulations of customer interactions, blended with a WBT solution.
  • 6. PROGRAM 1 – LIFE EVENT KEY DESIGN ELEMENTS: • Three performance simulations • Filmed in 360-video • Multi-branching dialog conversation • Each decision point aligns and scored with: • Empathy in customer service • Accurate process execution • Interactive forms using CGI • Final scores for empathy and process • Ability to replay to improve score Click Image to Launch Demo
  • 7. PROGRAM 2 – END OF LIFE KEY DESIGN ELEMENTS: • Three performance simulations • Filmed in CGI using actual blueprints • Full mobility around the office • Multi-branching dialog conversation • Mind in the sky to visualize the customer • Game design produced character experiences • Each decision choice aligns with an archetype: • Empathy, Sympathy, Silver Lining, Dodger • Final assessment defined difference between their archetype and empathy. Click Image to Launch Demo
  • 8. Actual User Feedback Call Centers: 300 associates across seven locations (including four mega-centers) Bank Centers: 100 associations across 22 locations Strongly Agree Agree Neutral Disagree Strongly Disagree
  • 9. Detailed User Feedback Procedure-Centric Program Customer-Centric Program
  • 10. Improved Customer Satisfaction Rates Call Center #1 Call Center #2
  • 11. Development Process - VR via Design Thinking EMPATHIZE DEFINE IDEATE PROTOTYPE TEST LAUNCH Workshops Interviews/Shadowing Problem Definition Behavioral Needs Organizational Needs Future State Best Practices Environments Experiences Priorities Refine Design Complete Functionality Beta and Pilot Testing Feedback Review/Analysis Reviews and Approvals Audience Personas Behavioral Challenges Performance Issues Learning Outcomes Ecosystem 3D Wireframes Low-fi VR Versions Review and Input IT Integration Review Revisions & Iterations Final Version IT Integration Device Logistics VR App Distribution LMS Integration Roll-out
  • 12. Lessons Learned 1. Nothing about VR development is familiar. 2. The choice of subject matter influences value of VR. 3. User testing requires more hand-holding. 4. Game design provides richer results. 5. Security, security, security. Get IT involved early. 6. Select a tool set that enables agnostic development. 7. There was no preference between 360 and CGI. 8. A single headset can serve a lot of people. 9. Training and support through user groups. 10. Age doesn’t matter. 11. VR and LMS do not play well together, yet.
  • 13. Final Assessment In short, when a new technology effectively develops performance, and the audience desires to use it, it is clear indication of the potential value of that technology.
  • 14. Thank You. The VR Project was smooth sailing! Call me when you’re ready for your voyage into the new world of VR... Bill West Founder and Captain phone: (812) 360-2077 email: bill@regattavr.com web: www.regattavr.com

Editor's Notes

  1. We demonstrated that virtual reality can be used at a global company to effectively build empathy while elevating performance. 
 The data proved that both individual and organizational performance improved. The audience overwhelmingly endorsed VR.