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The power
of immersive
experiences
Louise Jorden / Exec Creative Director
Andy Marshall / Head of UX
Part 2
#psychofbx
@rufusleonard
@louisejorden
@andy__marshall
VR, AR, MR…
wtf!?
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.
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.
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.
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.
Bigger picture
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.
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.
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.
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.”.
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.
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.
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%
Could this be our children’s future?
© Disney/Pixar
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.
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.
Power of the brain
Ok, let’s try a little experiment…
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…
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.
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
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.
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.
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.
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.
Harnessing the power
Source: Admap, May 2017 - Eight lessons to better connect with customer journeys
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.
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
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
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
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
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
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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…
ROI
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
A final thought…
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.
Key takeaways
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
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/
111075
References
The power
of immersive
experiences
Louise Jorden / Exec Creative Director
Andy Marshall / Head of UX
Part 2
#psychofbx
@rufusleonard
@louisejorden
@andy__marshall

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The power of immersive experiences part 2

  • 1. The power of immersive experiences Louise Jorden / Exec Creative Director Andy Marshall / Head of UX Part 2 #psychofbx @rufusleonard @louisejorden @andy__marshall
  • 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%
  • 15. Could this be our children’s future? © Disney/Pixar
  • 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.
  • 18. Power of the brain
  • 19. Ok, let’s try a little experiment…
  • 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.
  • 27. Harnessing the power Source: Admap, May 2017 - Eight lessons to better connect with customer journeys
  • 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…
  • 52. ROI
  • 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/ 111075 References
  • 59. The power of immersive experiences Louise Jorden / Exec Creative Director Andy Marshall / Head of UX Part 2 #psychofbx @rufusleonard @louisejorden @andy__marshall