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AR VR for B2B Marketing and Customer Experience

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Agenda

o Why care about AR VR

o What are the devices

o Use cases

o Across the journey

o Q&A

WHY CARE

AR VR – THE NEXT EVOLUTION

Virtual Reality

Augmented Reality

Mixed Reality

o User sees the real world

o Virtual image projected

Hardware:

o Mobile phone/tablet

o zSpace

o Microsoft’s Hololens

o Real world disappears

o Virtual world is only world

Hardware:

o Gear VR

o Google Daydream

o Oculus Rift

o HTC Vive

o Window’s Mixed Reality

o Hybrid of real and virtual worlds

o Virtual and real content can react

Hardware:

o Microsoft’s Hololens

o Microsoft’s Mixed Reality

MRVRAR

2017 total spending on AR VR products and services

has reached $11 billion and it’s expected to reach $215 billion in 2021 with a compound annual growth rate of 113%.

– IDC, August 2017

Context – public cloud spending will reach $266 billion in 2021.

– IDC, August 2017

Market Pop - Apple

"A significant portion of the population... will have AR experiences every day, almost like eating three meals a day.” – Tim Cook

Keys to Apple’s strategy:• New iPhone’s are AR optimized• iOS 11 will make rich AR available in

fall 2017• Projected install base of 400 million users

by YE2018

• VR to the Mac platform• Building a very large AR VR team

IMPACT – double addressable market size for AR

Cutting the Cables – New Category

HTC Vive Standalone Oculus Standalone

TECHNOLOGY

WHAT TO THINK ABOUT

Virtual Reality

Augmented Reality

Mixed RealityMRVRAR

Low End Phone

High End Phone

High End Headsets

Console

Headset

Phones

Headsets

AR - zSpace

3rd generation hardware is mature and tested. New generations are refinements. Focus on K-12 education limits content. HP resells under the Zvr Display with focus on professional markets.

Cost points:• $3,000 to $4,000 per unit

Pros technology:• Hologram type experience• Great for piece parts experiences• Very simple use

Cons technology:• Limited content • Small ecosystem• Expensive

AR - HoloLens

Launched in 2016 with a big market splash. All hardware is integrated into the headset. No tether. General uptake appears slow compared to full VR systems.

Cost points:• $3,000 to $5,000 per unit

Pros technology:• Pioneer in AR/MR • Support of Microsoft• Well engineered• Strong commercial support

Cons technology:• Limited field of view • Underwhelming content• Very expensive

AR VR - Phones: Apple and Android

Pros technology:• It’s in everyone’s hands• HUGE development support from

Apple and Google

Cons technology:• Limited processing power• Battery life• Small screen

Phone based AR VR brings technology to the mass market. Apple and Google are mass enabling phones to be the everyday AR VR device for the world population.

Cost points:• Phones - $500 to $1,000 +

AR VR - High End Phone: Two Uses

VR - Cardboard VR

Cardboard VR uses a cardboard viewer box to hold a phone. The phone becomes the display for the experience. A small button in the right of the box is the only control mechanism for selecting.

Cost points:• $2 to $8 per unit depending of volume and

branding requirements

Pros technology:• Low cost point • Works with most phones• Most ubiquitous device for mass

market

Cons technology:• Low quality optics• Difficult to use for more than several

minutes• Controls are not precise/ frustrating

VR - Samsung and Google

Pros technology:• Good quality optics and headset• Hand controller allows for more

interaction• Good for experiences up to 30 mins.

Cons technology:• Rendering limits that put a cap on

the visual experience – “good experience”

• Limited to specific Android phones

Integrated with phone for a more seamless experience. This purpose built device and hand controller provide a true VR experience.

Cost points:• Headset with controller: ~ $60 to $120• Phone: ~ $700 • Total system: ~$800

Note – some promotions will provide the headset free with the phone

VR - High End Headset: Oculus Rift and HTC Vive

Technologies are developed by Facebook and HTC with significant R&D budgets. Highest level in quality of all consumer grade devices.

Cost points:• Headset with controller: $600• Computer: ~ $1,500• Total system: ~$2,100 to $2,500

Pros technology:• PC based system has no limits on

rendering – highest graphical quality• Hand controllers offer robust

interactions with two hands • Consumer based system – easy to use

Cons technology:• Requires a PC with specific

requirements to use • Less portable than phone based

systems

BUSINESS THINGS

YOU NEED TO KNOW THESE

Real Use Cases for AR VRAR/VR has a unique ability to engage customers in immersive content and solve challenging problems in the buyers journey.

Engaging content Complex concepts

Proximity problems

Prototyping

Education

Too big, too small

360 video: .5 to 3x improved view rateLowes: 40% increase in retention

20x reduction in comprehension time

Reduction in travel4x improvement in comprehension 4x improvement in retention

$10m per year in savings for Lockheed MartinFirst understanding

Engaging Content – Lowe’s In-Store Navigation

Image – Lowes Innovation Labs

Prototyping – Airlines

Education – Safe Handling of Chicken

Proximity – Closing Distance

BUSINESS CASE

HOW TO JUSTIFY

Buyers Journey

On-boarding Consideration Decide Buy Implement UseAwarenessDevelopment

Robotics – An Industry That Needs VR to Go To Market

Buyers Journey

On-boarding Consideration Decide BuyAwarenessDevelopment

Product Development• Prototyping • Visualization• Human factors testing – WINNER!!!• Environmental factors testing – WINNER!!!

Value - $10m per year Lockheed Martin

Implement Use

Buyers Journey

On-boarding Consideration Decide BuyAwarenessDevelopment

On-boarding / Enablement• Employee training – Sales• Employee training - Service• Partner training 4x

Improvement in comprehension

4xImprovement in

retention

60%Reduction in training

time

Implement Use

Buyers Journey

On-boarding Consideration Decide BuyAwarenessDevelopment

On-boarding / Enablement• Large shows• Small shows• Briefing centers• Promotional content

$250,000Reduction in event cots

Implement Use

Buyers Journey

On-boarding Consideration Decide BuyAwarenessDevelopment

Consideration and Decide• Objection handling

• Will it fit • How will it work• What is the workflow

• Product use• Safety considerations

Implement Use

Buyers Journey

On-boarding Consideration Decide BuyAwarenessDevelopment

Implement and Use• Implementation planning• Initial training• New employee training• Feature release training• Service training• Service support

Implement Use