
As Grip’s resident mobile marketing expert a number of colleagues and clients have asked me on numerous occasions for my thoughts on Augmented Reality or “AR” as those in know call it. In particular, is it the right medium to use and if so, how? My response is typically – perhaps infuriatingly – similar in every case: “it depends.”
Here’s why.
Augmented reality when used correctly can provide a truly immersive, fun and entertaining experience for the user. Whether looking at a virtual reality view of the world through your mobile device, engaging with a product in 3D via a in-store kiosk or interacting with cool and exciting characters through OOH advertising on the big screen, AR can provide a lot of value and buzz. Of course there is also a downside to utilizing AR. The cost of production can be high particularly when compared to the net value. An augmented reality experience via mobile device requires the creation and development of a mobile app at potentially great expense for each platform used (e.g. iPhone, Android, Blackberry). Similarly, a kiosk or OOH augmented reality display can also be expensive to design and develop for consumer view. After cost has been factored in, what about value? Does the augmented reality experience provide a one-time only novelty interaction for the consumer or does it provide greater long term utility and relevance? How do we measure ROI?
Regardless of the pros or cons of going with an AR experience, here are a few examples of AR that range from the good to the bad & ugly (literally):
Good = Stella Artois, Lego and National Geographic
The Stella Artois Le Bar Guide mobile app provides great utility for consumers and fans of Stella Artois who are looking for a bar or pub that stocks their favourite beverage. Simply launch the mobile app and scan your surrounding area to find the nearest pub and get directions to go there.
Lego has created a fun in-store kiosk experience that enables consumers to easily see what the Lego product will look like when fully built. Consumers just hold the box up to the kiosk camera and a virtual view of the product in animated 3D suddenly appears to entertain and dazzle the viewer.
National Geographic has created a simple method for larger groups of consumers to view an AR experience all at once and enjoy the magic of wild animals and pre historic creatures coming to life before their eyes. Consumers who stood on a special spot on the floor would trigger the start of the AR experience on the big screen for all to see.
Bad = Mosquito
Swatting imaginary mosquito’s in your home through your mobile device is likely not the best use of an augmented reality experience designed to engage and entertain. This execution lacks any of the game play or entertainment needed to captivate someone beyond a few seconds of interacting with it.
Ugly = Makeup Girl Utilizing an augmented reality kiosk for women to see what makeup products will look like on their face before actually buying them would appear to have strong merit. However, this kiosk turns “ugly” in more ways then one when the end result makes the women look worse than they did before trying the product.
All this to say that there are a couple questions you should ask yourself before jumping into the AR bandwagon. The first being whether you have a legitimate utility or insight that you can uniquely tap into, and the second being whether your execution is up to snuff.
The thrill of augmented reality is the secondary dimension to reality that it offers. There’s an inherent magic to the technology that must be respected. If that magic is abused for the purposes of reactive marketing, well – things can get ugly.
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