Customer Awareness of AR Drives In Retail
Nowadays, customers are having an interest in virtual and augmented reality as part of the shopping experience, whereas some shoppers of US claims they have experienced AR, and around 12% have their own VR system at home.
There are various challenges in adapting the consumers. A VR gym in San Francisco providing the space and gear to work out. The VR visors cleaned and protected, to evade an “ick” factor in using the VR system for public use and sweaty and heavy use. For AR needs some type of eye-wear to accomplish a ready and easy use. If anything that goes over eyes has to take into consideration the reading glasses required in the aging population and people requiring corrected vision and cannot wear contacts.
To access an AR experience, it needs three steps.
Primarily, customers’ needs to know about the availability of AR experience. The symbol for Wifi has become abundant on the walls and doors of pretty much each restaurant and retail establishment anywhere. When the experiences of AR are few and far in the awareness that the experience of augmented reality is available. It is common for the object having no meaning in the AR context for some kind of meaning to be there.
If anyone is trying to gain customers for trying the AR experience have to interject the expectation that there is no availability of AR experience. This proves that in the acceptance of AR, customers require more than the symbol needing something that jars customers out of the habitual processes and provides adequate incentive to persuade them in making the investment to make something new.
Many AR experiences are offering the payment means the effort included in accomplishing the experience accordingly. Various brand-driven AR experiences the value of observing the virtual bottle of wine on the kitchen counter. Though the miniature version of a rock band on the end table having the novelty factor and not enough to make it worth trying it again.
Consumers require expecting on that will have to “jump up and down” to get the attention of the customer, having to try in breaking the awareness of customer to try something new and ensure that the payment is worth.
The second phase
Further, the second phase is to simplify the experience of AR. A downfall of the QR codes is that phones are not coming with a “standard” application for accessing QR codes and it’s not just the point that the camera at QR code and approach the content behind it.
For brands and retailers, most of the AR experiences conveyed through the retailer’s app or by third-party branded as the retailer. This proves that when the retailer has fragmented through the customer’s mental blinders for making them conscious of AR experience and ensure the customer is having the application needing to access that experience.
In conclusion, the ergonomics of accessing the AR experience, as the friction-free in tapping the glasses in the future. AR/VR undergoes the same challenge as QR codes or mobile payments where the activity is not universally applied or accepted and is not as dependable as an experience to be the everyday expectation.