Post on 11-Jul-2020
Using VR to Increase Customer Engagement with a Brand & Transform In-Store Experience
DANIEL KELLERFounder & CEOMATRIXWORKS
VR WORLD London, May 22, 2018
Virtual Reality
● HQ: Berlin, Germany
● 2 locations
● March, 2017
● 12 employees
Roll-outInstallation to production
Training on utilizationImplementation & Integration
ConsultingAR / VR StrategyDevice evaluation
Use case concepts
Content Production3D model creation
Content optimizationVR environment modeling
Creative ConceptIdeation & envisioning
Storyboard DevelopmentIn-store & digital concepts
DevelopmentCustom-branded apps
Custom softwareRapid prototyping
Application DesignVR / AR UI design
Interaction & UX designMockups / Prototypes
Augmented Reality
ABOUT US:
VR allows companies to scale and improve their training efforts HOW TO ENGAGE CUSTOMERSRetention rates increase from only viewing to active involvement
American Educator Edgar Dale’s Learning Theory
HEAR
SEE
DO
Retained 20%
Retained 30%
Retained 90%
Increased retention rate
VR allows companies to scale and improve their training efforts HOW TO ENGAGE CUSTOMERSRetention rates increase from only viewing to active involvement
DOVirtual Reality
Derived from: American Educator Edgar Dale’s Learning Theory
EXPERIENCEVirtual Reality
HEAR
SEE (2D)
Retained 20%
Retained 30%
Retained 90%
➔ Remote/Off-location engagement
➔ Active engagement without physical product
➔ High scalability of multiple scenarios, environments and processes
➔ Immediate and visual connection between customer and product
➔ Measurement and optimization of engagement
➔ Significantly lower costs
VR adds even more capabilities to customer engagement
7 THINGS TO CONSIDER FOR A GREAT VR EXPERIENCEDOs and DON’Ts compared
DON’Ts DOs
Low frame rates / weak GPUs High frame rates / high performance GPUs
Uncoupled head movement Smooth teleportation, precise head tracking
Simple default CAD materials Photorealistic & real-time textures
No environment High quality & comfort, realistic environments
Complex artificial interaction Intuitive real-life interaction
VR only, data is separate externally Software integration via PC Desktop sharing / control
Single-user experience Collaboration in rooms with avatars
INTERACTION
➔ Tangible interaction with a future car model
➔ Connect charger of electric car
➔ Simple intuitive real-life interaction
HOW TO ENGAGE CUSTOMERSBuilding an experience around electric cars and renewable energy
ENGAGEMENT
➔ Engage people in a mini game experience to produce electricity
➔ Fun experience, simple but challenging
➔ Creates even higher emotional connection
➔ In-game rewards like a test drive
➔ Renewable energy creation
ENVIRONMENT
➔ High quality and high comfort
➔ Brand identity built in
➔ Dealership building
➔ Renewable energy nature environment
HOW TO ENGAGE CUSTOMERSBuilding an experience around electric cars and renewable energy
EXAMPLES OF ENGAGEMENT FOR B2B CUSTOMERST-Systems Innovation Center Munich
OTHER POSSIBILITIES WITH COLLABORATIVE VRTraining, Design review, Point of Sales
daniel.keller@matrixworks.com
+49 30 577 025 820
THANK YOU!