In this Psychology of Brand talk we explore the psychology of immersive experiences and introduce a framework for designing immersive AR and VR experiences.
My presentation from London's UX Crunch on designing for how we perceive, think, and talk about time. Please share your comments, or get in touch if you've any questions.
Designing the future of Augmented RealityCarina Ngai
Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland.
Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next.
To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
Trends: Unlocking The Door To Future Growth!Anja Hoffmann
The slides from my lecture on disruptive innovations, strategy and new technologies in a business perspective. I hope you get lots of ideas from the presentation and I hope it will inspire you to expand your normal thought process. Enjoy and Think the Unthinkable!
Virtual Reality (VR) & Augmented Reality (AR): Are You Ready?SilverTech
This on-demand webinar will help your organization prepare for a very near future in which virtual reality (VR) and augmented reality (AR) will change the way we consume and interact with content.
My session from http://uxaustralia.com.au August 2017
It feels like Virtual Reality is everywhere you look this year. For a technology that is over 55 years in the making, it seems like it’s taken a long time to become an “overnight success”. What is really driving this buzz and is it deserving of the hype?
The context will be set as to why a perfect storm of Mixed Reality (including Augmented and Virtual Reality), Machine Learning and Artificial Intelligence are set to drive the next computing paradigm, much like mobile has done for the last 15-20 years, and the PC before that.
What are the key components to these technologies that you will start using to solve design problems? How can you implement them in ways that create a frictionless, seamless experience for people across multiple devices (not just AR and VR goggles)? And what are the real world constraints that you need to keep in mind?
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
My presentation from London's UX Crunch on designing for how we perceive, think, and talk about time. Please share your comments, or get in touch if you've any questions.
Designing the future of Augmented RealityCarina Ngai
Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland.
Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next.
To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
Trends: Unlocking The Door To Future Growth!Anja Hoffmann
The slides from my lecture on disruptive innovations, strategy and new technologies in a business perspective. I hope you get lots of ideas from the presentation and I hope it will inspire you to expand your normal thought process. Enjoy and Think the Unthinkable!
Virtual Reality (VR) & Augmented Reality (AR): Are You Ready?SilverTech
This on-demand webinar will help your organization prepare for a very near future in which virtual reality (VR) and augmented reality (AR) will change the way we consume and interact with content.
My session from http://uxaustralia.com.au August 2017
It feels like Virtual Reality is everywhere you look this year. For a technology that is over 55 years in the making, it seems like it’s taken a long time to become an “overnight success”. What is really driving this buzz and is it deserving of the hype?
The context will be set as to why a perfect storm of Mixed Reality (including Augmented and Virtual Reality), Machine Learning and Artificial Intelligence are set to drive the next computing paradigm, much like mobile has done for the last 15-20 years, and the PC before that.
What are the key components to these technologies that you will start using to solve design problems? How can you implement them in ways that create a frictionless, seamless experience for people across multiple devices (not just AR and VR goggles)? And what are the real world constraints that you need to keep in mind?
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
A New Reality - Virtual Reality And Augmented RealityTim Gentle
Let's explore a new reality, both Virtual Reality And Augmented Reality. Let's learn what they are, how they are used and then let's create our some of our own. Presented at the 2016 Melbourne Mini Maker Faire
With the ability to interact with three-dimensional holograms in our real world, we will have a new medium to express our creativity, a more efficient way to teach and learn, and a more effective way to visualize our work and share our ideas with others. There isn’t a screen to touch or a mouse to click, Use gestures to create, shape, and size holograms. Use our eyes to navigate and explore. Use our voice to communicate with your apps. Microsoft HoloLens understands user’s movements, vision, and voice, enabling you to interact with content and information in the most natural way possible. Microsoft HoloLens understands user’s movements, vision, and voice, enabling you to interact with content and information in the most natural way possible. Microsoft HoloLens brings forth a powerful new holographic platform. As holograms, your digital content will be as real as physical objects in the room.
Microsoft HoloLens features see-through, holographic, high-definition lenses and spatial sound so you can see and hear holograms in the world around you. Complete with advanced sensors and a new Holographic Processing Unit (HPU) that understands the world around you, Microsoft HoloLens is able to run without any wires while processing terabytes of data from the sensors in real-time. Microsoft HoloLens can be used to shape holograms to fine-tune a design, interact with them to learn something new. When you share your ideas, show and tell from multiple perspectives. Microsoft HoloLens allows you to pin holograms in your physical environment and provides a new way to see your world.
Virtual Reality Presentation at #HybridLiveCharles Palmer
HLI is an organized group of teachers, administrators and subject-matter experts seeking to create a more student-centered approach to learning. This presentation was a look at how virtual reality tools and applications can be used in k-12 education.
The live poll suvery (via slido.com) have been removed and the video files are now available via YouTube.
Social Interaction Design For Augmented Reality: Patterns and Principles for ...Joe Lamantia
Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
Fjord's annual digital trends report outlines our thoughts for the coming year around what will be happening in the world of digital. Edited by Christian Lindholm, Fjord's Chief Innovation Officer. For more information on Fjord visit: www.fjordnet.com or follow us on Twitter @fjord
Mixed Reality webAR webVR workshop using awe.mediaAlex Young
Slides from part of the Web Directions "Reality" workshop on 08/11/2017 - Creating image and location based Augmented Reality and 360° interactive scenes in the web browser using https://awe.media
Virtual reality (VR) describes computer-generated environments that simulate the physical presence of people and objects to generate realistic sensory experiences. While the most prevalent uses of VR thus far have been in the consumer sector, tools for creating fresh applications are becoming even easier to use and more viable in the training and education sectors. VR constructs provide contextual learning experiences that foster exploration of real world data in virtual surroundings enabling learners to construct broader understandings based on interactions with virtual objects.
In this session we will look at a bit of history of where VR started and the technologies used to create and inhabit these worlds. But more importantly we will look at examples of VR titles being used today from large companies like the NFL to smaller just in time solutions ready to modify and integrate into your learning plans.
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
A New Reality - Virtual Reality And Augmented RealityTim Gentle
Let's explore a new reality, both Virtual Reality And Augmented Reality. Let's learn what they are, how they are used and then let's create our some of our own. Presented at the 2016 Melbourne Mini Maker Faire
With the ability to interact with three-dimensional holograms in our real world, we will have a new medium to express our creativity, a more efficient way to teach and learn, and a more effective way to visualize our work and share our ideas with others. There isn’t a screen to touch or a mouse to click, Use gestures to create, shape, and size holograms. Use our eyes to navigate and explore. Use our voice to communicate with your apps. Microsoft HoloLens understands user’s movements, vision, and voice, enabling you to interact with content and information in the most natural way possible. Microsoft HoloLens understands user’s movements, vision, and voice, enabling you to interact with content and information in the most natural way possible. Microsoft HoloLens brings forth a powerful new holographic platform. As holograms, your digital content will be as real as physical objects in the room.
Microsoft HoloLens features see-through, holographic, high-definition lenses and spatial sound so you can see and hear holograms in the world around you. Complete with advanced sensors and a new Holographic Processing Unit (HPU) that understands the world around you, Microsoft HoloLens is able to run without any wires while processing terabytes of data from the sensors in real-time. Microsoft HoloLens can be used to shape holograms to fine-tune a design, interact with them to learn something new. When you share your ideas, show and tell from multiple perspectives. Microsoft HoloLens allows you to pin holograms in your physical environment and provides a new way to see your world.
Virtual Reality Presentation at #HybridLiveCharles Palmer
HLI is an organized group of teachers, administrators and subject-matter experts seeking to create a more student-centered approach to learning. This presentation was a look at how virtual reality tools and applications can be used in k-12 education.
The live poll suvery (via slido.com) have been removed and the video files are now available via YouTube.
Social Interaction Design For Augmented Reality: Patterns and Principles for ...Joe Lamantia
Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
Fjord's annual digital trends report outlines our thoughts for the coming year around what will be happening in the world of digital. Edited by Christian Lindholm, Fjord's Chief Innovation Officer. For more information on Fjord visit: www.fjordnet.com or follow us on Twitter @fjord
Mixed Reality webAR webVR workshop using awe.mediaAlex Young
Slides from part of the Web Directions "Reality" workshop on 08/11/2017 - Creating image and location based Augmented Reality and 360° interactive scenes in the web browser using https://awe.media
Virtual reality (VR) describes computer-generated environments that simulate the physical presence of people and objects to generate realistic sensory experiences. While the most prevalent uses of VR thus far have been in the consumer sector, tools for creating fresh applications are becoming even easier to use and more viable in the training and education sectors. VR constructs provide contextual learning experiences that foster exploration of real world data in virtual surroundings enabling learners to construct broader understandings based on interactions with virtual objects.
In this session we will look at a bit of history of where VR started and the technologies used to create and inhabit these worlds. But more importantly we will look at examples of VR titles being used today from large companies like the NFL to smaller just in time solutions ready to modify and integrate into your learning plans.
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
Augment Reality is set to dominate the next age of retail through product visualization. AR gonna take a little while, because there’s some really hard technology challenges there.
But it will happen. It will happen in a big way. And we will wonder, when it does [happen], how we lived without it. Kind of how we wonder how we lived without our [smartphones] today.
Labs.Redweb - Agency Briefing: The Internet Of Things David Burton
The good, the bad, & the ugly of the Internet of Things
An agency briefing on the latest area of investigation for Redweb Labs: The Internet of Things
Our view from the starting blocks and the questions and issues we've lined up to be investigated further over the coming months
The Internet of Things, an Agency Briefing 2014Redweb Ltd
An Agency Briefing about the Internet of Things. Detailing our early thoughts on the good, the bad, and the ugly of smart, connected, or wearable objects
The Consumer Electronics Show (CES) is an incredible source of information, and inspiration, for anyone involved in new product development. We enjoy scouting the show to identify emerging trends in technology and product design.
In our ninth annual report, we see how consumers are both welcoming and resisting technology's growing omnipresence in our lives. For many, technology serves as a gateway to opportunity and an enabler of hyper-efficient lifestyles, but those who are most immersed are starting to question its effect on their lives and their privacy. One result is that more people are trying to find a balance and lead more mindful, in-the-moment lives.
Our forecast also puts a spotlight on the growth of immersive experiences; the accelerating shift to a visual vocabulary; the new appeal of imperfection; and the rise of telepathic technology, which will enable brands to better understand minds and moods and react in a very personalized way.
The full report-in which we cover each trend in detail, highlighting what's driving the shift, how it's manifesting and what it means for brands-is available at www.jwtintelligence.com
Diving Into the World of Extended Reality: ARFibonalabs
Augmented Reality has been subjected to umpteen number of experiments from the time it has come into being. The tech has surely come a long way from portraying its use in movies to all the existing applications in real-time today. It is also believed that AR compared to VR, can be more sustainable and flexible as it is as simple as adding a layer to something in the real world. This experience connects with people and their real-world experiences.
Maximizing the power of virtual reality and introducing it into educational institutions, this proposal is from our end of the year project in technical writing. The proposal mainly focuses on the virtual automotive mechanic but it also mentions the other uses for virtual reality in educational institutions. For the virtual automotive mechanic just think about being able to complete a vehicle maintenance task in a virtual environment on a virtual vehicle first gaining knowledge and confident so you are able to preform that same vehicle maintenance task on your vehicle saving yourself time and money.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Top 5 Indian Style Modular Kitchen DesignsFinzo Kitchens
Get the perfect modular kitchen in Gurgaon at Finzo! We offer high-quality, custom-designed kitchens at the best prices. Wardrobes and home & office furniture are also available. Free consultation! Best Quality Luxury Modular kitchen in Gurgaon available at best price. All types of Modular Kitchens are available U Shaped Modular kitchens, L Shaped Modular Kitchen, G Shaped Modular Kitchens, Inline Modular Kitchens and Italian Modular Kitchen.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
3. Augmented
Reality
Virtual
Reality
Mixed
Reality
Source: Wired
There are a number of
immersive technologies
emerging with the
current most popular
being Augmented,
Virtual, and Mixed
Reality technologies.
But there are other
technologies available,
such as projection
mapping or the more
recent 360 degree
technologies from
Facebook and YouTube.
4. Augmented Reality is a window on your world. It uses technology that layers graphics over the real world
and in real-time using your camera feed.
Apple recently announced it’s ‘AR kit’with a demo from Peter Jackson’s new studio Wingnut. These tools
are now getting into the hands of some amazing directors, such as Ridley Scott and James Cameron.
5. Virtual Reality is an artificial, computer-generated world is viewed through a headset.
By stimulating the users vision and hearing the users feels truly immersed and believes
what they are experiencing is real. This example shows is ‘extreme VR’where a virtual world
is mapped over physically space and objects to create a stronger sense of realism.
6. Mixed reality is a mix of AR and VR seen through a sense or
glasses and is a shared experience!
Here’s a demo from Magic Leap - a much hyped one but it
remains to be seen how this will fair once it becomes available.
8. The Age of Information
vs
The Age of Experience
EXPERIENCE,
EXPERIENCE,
EXPERIENCE.
Experience is
EVERYWHERE.
In this new era
experience brands have
to become much more
engaging, responsive
and immersive.
9. iGen
Move over Millennials
More than half the
World's population is
under the age of 30.
Never before has there
been a generation so
globally plugged in.
Generation iGen ignore
messages from brands
unless those brands
have earned
admittance to their
infinite touch points.
10. Apple are set again to
game change, this time
the AR and VR industry
with the launch of ARKit,
transforming iPhones
and iPads into a ‘window
into the world’.
These brings powerful
tools into the hands of
designers and
developers, much like
the app explosion that
took place with the
introduction of the
iPhone in 2007.
11. Over the last few weeks
we’ve been drowning in
predictions about
volume and the size of
the market.
But amongst all the
noise one person worth
listening to is Robert
Scoble, who’s said,
“Apple is bringing out a
mixed reality iPhone
(next generation
augmented reality) that
will blow everyone's
minds. Actually, it's a
series of products that
Apple will call "the
future of TV.”.
12. But it’s not just about
humans advancing
technology - technology
also affects our species.
The humble fork was
cutting edge technology
when introduced into
Europe around 250 years
ago.
Following its introduction
we’ve developed an
‘overbite’where our
upper teeth now
protrude slightly forward
of our lower teeth.
The fork has physically
altered our appearance.
13. Just like the affect of the
fork 250 years ago,
today’s technology is
also changing us in a
number of ways
including physically,
socially, and cognitively.
14. 100%
UK
51%
Spain
48%
US
29%
Physical change
It’s recommended
children and adolescents
have at least one hour of
physical activity daily.
But recent studies show
many are not achieving
this.
Technology is leading to
many of us spending
more time in front of
screens and, as this
survey suggests for
children and adolescents,
spending less time being
physically active.
Percentage of children and adolescents achieving one hour of physical activity each day
0%
16. Social change
We can spend time
physically in the same
room but technology has
made it easy for us to
check out, mentally
spending time elsewhere
socialising with others.
Phones themselves are
becoming a symbol of
distracted behaviours.
Recent research showed
the mere presence of a
phone in someone’s
hand or on a table had a
negative affect on the
quality of conversations
between couples.
17. Cognitive change
Our cognitive abilities are
also being affected by
today’s technology.
Research from Microsoft
indicates an improved
ability to multi-task, but
a considerable drop in
attention spans, with an
average of 8 seconds.
This research draws the
conclusion that this is a
result of the prevalence
of smartphones and
their impact on our
behaviours.
20. Sit back and take a deep breath in…
Imagine you’re smelling a delicious cake. It’s sat on a picnic table on a glorious summers day.
Beyond the table full of treats is a beautiful garden – full of flowers, buzzing insects and a
gentle wind rustling in the trees.
You can hear your friends chatting, feel the warmth of the sun on your skin and the taste of
the cake in your mouth.
And breath out..
This is a light touch but shows how receptive we are to engaging with immersive
experiences…
Picture this scene…
21. Story
Story
We think in terms of
stories, from how we
process information to
how we reconstruct
memories on the fly
when we remember
something.
We are deeply engaged
with stories particularly
where they prompt a
strong emotional
response.
Research using fMRI
showed our brainwaves
literally synchronise
between speaker and
listener.
22. Multi-sesnory
A large percentage of our
brains is designed to
process visual
information.
Visuals are the quickest
route to perception.
But experiences through
technologies like AR and
MR by their nature are
designed to appeal to
multiple senses.
Things designed to
appeal to multiple senses
create much deeper
engagement.
Multi-sensory
23. Frustration -too hard
Boredom -too easy
Flow
Flow
Flow is a term defined by
Hungarian Psychologist
Mihály Csíkszentmihályi
and describes the state
of becoming so fully
immersed in an activity
you lose your sense of
time and space.
In Flow the world around
you seems to fade away
and an activity that
might take an hour can
feel like it only took 20
minutes.
Flow is the optimum
state of any immersive
experience.
24. Experiences that facilitate a state of Flow are characterised by:
• Having a clearly defined goal
• Providing a sense of purpose, and meaning
• Creating a sense of ownership over actions and decisions
• Clearly communicating what people need to do, with suitable guidance
• Supporting people in knowing what they can and want to do.
25. Frustration -too hard
Boredom -too easy
Time - skill required
Difficulty
Flow
People’s skills in an
activity improve over
time.
Make things too difficult,
particularly early on, and
people will become
frustrated. Make things
too easy, particularly
later on in an experience,
and people will become
bored.
Flow happens in an
experience when
progressing through an
activity where a balance
of difficulty is provided.
26. Story
Multi-sensory
Frustration -too hard
Boredom -too easy
Flow
Bringing these elements
together, immersive
experiences are designed
with a clear story to aid
in understanding and
recall of the experience.
They are designed to
appeal to multiple senses
to create deeper
engagement in the
activities.
And they are designed to
engender a state of flow,
which is optimum in
creating focus and
enjoyment in an
experience.
28. High risk
Low risk
Lowreward
Highreward
In March 2009, WARC
published research that
demonstrated in the
digital era advertising
has fractured into
distinct models.
Insights were drawn
from a survey involving
over 6,000 regular users
and brand decision-
makers in 150 product
categories.
What WARC identified is
all products can be
viewed in terms of risk
and reward, splitting
them into four distinct
product categories.
29. High risk
Low risk
Lowreward
Highreward
The first product
category describes
products that are are low
risk and yield little reward
for customers.
These are defined as
‘Routine’ products - day
to day items that we all
buy.
Deodorant / batteries /
furniture polish / petrol / bin
bags / office supply stores
1. Routine
30. High risk
Low risk
Lowreward
Highreward
The second category are
products high in risk, but
that still yield little
reward for customers.
Products here include a
financial products,
broadband and phone
contracts and also
include other high risk
decisions such as car
tyres.
Products in this category
are defined as ‘Burden’
products.
Insurance / tyres / credit cards /
banks / telcos / tax services
2. Burden
Deodorant / batteries /
furniture polish / petrol / bin
bags / office supply stores
1. Routine
31. High risk
Low risk
Lowreward
Highreward
Products in the third
category are low risk but
come with a high reward
to customers.
These include products
like beer, cake and
sweets which have their
obvious rewards but also
includes things like
greeting cards, which are
rewarding in other ways.
This category is defined
as ‘Entertainment’.
Insurance / tyres / credit cards /
banks / telcos / tax services
2. Burden
Deodorant / batteries /
furniture polish / petrol / bin
bags / office supply stores
1. Routine
Beer / cake / greeting cards /
coffee shops / fizzy soft drinks /
sweets
3. Entertainment
32. High risk
Low risk
Lowreward
Highreward
The fourth category
represents products that
are high in risk, but also
yield high reward.
Many‘big ticket’ products
sit in this category, such
as game consoles or
holidays.
But not all products are
‘big ticket’ and products
such as baby food and
home improvement also
come with inherent high
risks.
Products in this category
are defined as ‘Passion’.
Insurance / tyres / credit cards /
banks / telcos / tax services
2. Burden
Deodorant / batteries /
furniture polish / petrol / bin
bags / office supply stores
1. Routine
Beer / cake / greeting cards /
coffee shops / fizzy soft drinks /
sweets
3. Entertainment
Designer clothing / holidays /
game consoles / baby food /
organic food / home improvement
4. Passion
33. WARC’s research also
looked at positive and
negative emotional
associations with
products, in addition to
perceived cognitive
effort in both ‘fast’
thinking (subconscious,
automatic, emotional
thinking) and ‘slow’
thinking (effortful,
logical, calculating).
Emotion and
Cognition
34. Deodorant / batteries /
furniture polish / petrol /
trash bags / office supply
stores
1. Routine
2. Burden
Insurance / tyres /
credit cards / banks /
telcos / tax services
Beer / cake / greeting
cards / coffee shops /
fizzy soft drinks / sweets
3. Entertainment
4. Passion
Designer clothing /
holidays / game
consoles / baby food /
organic food / home
improvement stores
Slow
Fast
Cognition
Emotion
Negative
Positive
Routine purchases were
found to have a typical
end to end from
awareness to purchase
and use of 9 days and
customers had little
interest in continued
engagement post
purchase.
These are products in a
crowded market with low
interest with little that is
experiential and the
opportunity here is to
leverage immersive
experiences to create
differentiation.
35. Deodorant / batteries /
furniture polish / petrol /
trash bags / office supply
stores
1. Routine
2. Burden
Insurance / tyres /
credit cards / banks /
telcos / tax services
Beer / cake / greeting
cards / coffee shops /
fizzy soft drinks / sweets
3. Entertainment
4. Passion
Designer clothing /
holidays / game
consoles / baby food /
organic food / home
improvement stores
Maintain position
The opportunity for
brands in this quadrant is
to maintain their
position, particularly for
those who lead the
category.
More than all other
product categories these
are brands that can jump
on the technology to
stand out and grab
attention.
Tell stories in a new,
surprising and
unexpected ways.
36. The Shell Hydrogen VR experience shows how a brand in this product category can
bring to life a complex story in a visual and immersive way to enable people to take in,
and ultimately retain more information.
37. Gillette Clinical Clear Gel Pressure Chamber
Gillette teamed up with Discovery at SXSW this year to create the Gillette Clinical Clear
Gel Pressure Chamber, an immersive VR experience showing men how their bodies
react to stressful scenarios like canyon swinging and rollercoasters.
38. Deodorant / batteries /
furniture polish / petrol /
trash bags / office supply
stores
1. Routine
2. Burden
Insurance / tyres /
credit cards / banks /
telcos / tax services
Beer / cake / greeting
cards / coffee shops /
fizzy soft drinks / sweets
3. Entertainment
4. Passion
Designer clothing /
holidays / game
consoles / baby food /
organic food / home
improvement stores
Slow
Fast
Cognition
Emotion
Negative
Positive
Burden products are
tasks that require a lot of
cognitive effort. If you’ve
ever completed a
mortgage application,
you’ll appreciate how
much effortful thinking
goes in to it. We can’t rely
on mental shortcuts for
these types of products.
These are also products
with the most
touchpoints at the start
of a customer’s journey
but with very little
engagement post
purchase.
39. Deodorant / batteries /
furniture polish / petrol /
trash bags / office supply
stores
1. Routine
2. Burden
Insurance / tyres /
credit cards / banks /
telcos / tax services
Beer / cake / greeting
cards / coffee shops /
fizzy soft drinks / sweets
3. Entertainment
4. Passion
Designer clothing /
holidays / game
consoles / baby food /
organic food / home
improvement stores
Support Decision
Making
The opportunity for
brands in this quadrant is
to use technology to
support customers in
their decision making.
These are products
where there is a vast
opportunity to present
complex data in new,
surprising and
meaningful ways.
And beyond this, creating
an immersive experience
can be used to make an
otherwise mundane
process enjoyable.
40. We can see this happening already. The Citi HoloLens Workstation is aimed at pro-traders
and allows them to view very complex data through a deeply immersive experience.
41. And we can see others experimenting in this area, though using VR to make a payment
with a virtual payment card is perhaps not the best use of this technology!
42. Deodorant / batteries /
furniture polish / petrol /
trash bags / office supply
stores
1. Routine
2. Burden
Insurance / tyres /
credit cards / banks /
telcos / tax services
Beer / cake / greeting
cards / coffee shops /
fizzy soft drinks / sweets
3. Entertainment
4. Passion
Designer clothing /
holidays / game
consoles / baby food /
organic food / home
improvement stores
Slow
Fast
Cognition
Emotion
Negative
Positive
With little risk and high
reward, customers
generally have high
positive emotions
associated with products
in the Entertainment
category.
There tend to be fewer
touchpoints up front
initially, but once the
decision has been made
to ‘get it done’then there
are many more
touchpoints happening
and it’s here that brands
have license to really
push the boundaries of
immersive experiences.
43. Deodorant / batteries /
furniture polish / petrol /
trash bags / office supply
stores
1. Routine
2. Burden
Insurance / tyres /
credit cards / banks /
telcos / tax services
Beer / cake / greeting
cards / coffee shops /
fizzy soft drinks / sweets
3. Entertainment
4. Passion
Designer clothing /
holidays / game
consoles / baby food /
organic food / home
improvement stores
Fully Immerse
Many products in this
category are those we
don’t really need, but
who also typically have
the largest marketing
spend.
The opportunity for
brands here is to full
throttle and to really
leverage the latest
technologies to create
fully immersive
experiences.
44. Coca-Cola is a product associated with Christmas through advertising and in 2015 the
Coca-Cola Company created the Coca-Cola Christmas Spirit VR experience, allowing people
to take in an immersive 360-degree VR experience as you ride on Santa Claus’ sleigh.
45. Cadbury created an augmented reality app to take product
experience to another level. Place a Cadbury’s product in the
view of the app and it reveals and number of interactive games.
46. Deodorant / batteries /
furniture polish / petrol /
trash bags / office supply
stores
1. Routine
2. Burden
Insurance / tyres /
credit cards / banks /
telcos / tax services
Beer / cake / greeting
cards / coffee shops /
fizzy soft drinks / sweets
3. Entertainment
4. Passion
Designer clothing /
holidays / game
consoles / baby food /
organic food / home
improvement stores
Slow
Fast
Cognition
Emotion
Negative
Positive
It’s no surprise that Passion
products evoke the highest
positive and negative
emotions.
These also trigger the
highest cognitive load, both
in slow, effortful, conscious
thought and subconscious
thought through heuristics
and mental shortcuts.
Passion products also have
the longest end to end
journey, on average from
awareness to use in 44 days
with high engagement in
touchpoints and with the
highest expectation of
social interaction
throughout.
47. Deodorant / batteries /
furniture polish / petrol /
trash bags / office supply
stores
1. Routine
2. Burden
Insurance / tyres /
credit cards / banks /
telcos / tax services
Beer / cake / greeting
cards / coffee shops /
fizzy soft drinks / sweets
3. Entertainment
4. Passion
Designer clothing /
holidays / game
consoles / baby food /
organic food / home
improvement stores
Reassurance and Trust
The inherent high risk in
products in this category
paves way to the
opportunity for brands
to create experiences in
a more contextual way
that will provide a deeper
sense of reassurance and
that will instil trust.
48. Dulux have created a virtual space to help retailers discover different store environments
and trial potential store layouts for its products. This enables over 4,000 professional
decorators, store staff and employees to receive advanced training on product knowledge,
application techniques and the essential principles of colour, design and sustainability.
49. Thomas Cook partnered with Samsung Gear VR to create ‘Try Before You Fly’, a VR
experience available in flagship stores in the UK, Germany and Belgium. These invited
potential holiday-makers to experience a series of VR ‘taster’ holidays, such as a helicopter
tour of Manhattan, or a visit to Egyptian pyramids, all without leaving the store.
50. Many fashion brands have continued to invest in digital experiences, such as
the 360° Woman Fashion Virtual Reality Diorama by Dior, which allowed
participants to view collections from their own home.
51. As you can see there are
many, many potential
use cases of the
technologies.
And we’re getting past
the early adopter’s stage
- these are steadily
becoming more
mainstream.
Data Visualisation
Recruitment and training
Events and education
Product launches
Brand / campaign testing
Customer service and feedback
Co-design and creation
Rapid prototyping
Space planning
So many potential use cases…
53. ROI is of course understandably important for many who will be asking the question of
whether or not this is a good investment for their brand and products.
This is very reminiscent of the early days of the Internet when we were being asked,
“Why do I need a website?”.
The same questions are being asked now and if you wait too late to commit it may be too
late to truly benefit from the investment.
ROI
55. With this type of power
comes great responsibility.
With these types of
technologies it’s no longer
sufficient to consider the
welfare of user only where
the user is operating in a
high risk capacity, such as in
health care.
With technologies like AR
people can interact with the
experience almost
anywhere, and so all users
should be considered at
high risk.
Michael Baker, for example,
a 21 year old from Oregon
was playing Pokémon Go at
1am and was stabbed
(though not too seriously)
when he mistook a
complete stranger as a
fellow player and challenged
him to a battle.
57. Immersive experiences are becoming mainstream
Consider the role of stories and narratives, designing for
multi-sensory experiences, and creating a sense of flow
Consider your product through the lens of risk and
reward and how this affects the role of immersive
experiences for you and your customers
Key takeaways
58. Alone Together: Why We Expect More from Technology and Less from Each Other, Sherry Turkle.
https://sherryturkle.com/books-research/alone-together/
Apple’s ARKit
https://developer.apple.com/arkit/
Microsoft research on attention spans
https://advertising.microsoft.com/.../microsoft-attention-spans-research-report.pdf
Flow theory (psychology)
https://en.wikipedia.org/wiki/Flow_(psychology)
Eight lessons to better connect with customer journeys, WARC
https://www.warc.com/Content/Article/Eight_lessons_to_better_connect_with_customer_journeys/
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References