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Specific Business Examples of Virtual Reality

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Specific Business Examples of Virtual Reality

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Test driving a car through virtual reality makes a lot of sense as it allows you to feel the real life experience without having to go to a dealers

Volvo created an app to support the launch of their XC90 SUV.  It puts you in the driving seat and allows you to ride through the country. With 175k views on YouTube it created huge interest on their new car.

Framestore VR Studio  partnered with Marriott in order to create a unique experience. Although a website or brochure can sell an experience for you, it cannot compete with the virtual reality experience. Marriot created this Virtual Reality inside a booth with effects such as heaters and wind jets to help make it feel lifelike, taking the consumers to places like Hawaii in order to sell the Marriott experience for couples. This allowed them to explore the accommodation, to look at the views, this selling the service like no other way.

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Benefits and limitations of Mobile Apps 

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Benefits and limitations of Mobile Apps 

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Benefits of mobile apps continue to grow in modern day society with each one more advanced than the next. With now than more than 80% of UK citizens owning a smart phone these Apps are easily accessible to millions at the touch of a button and take seconds to download. This is very beneficial in the world of sport especially in the gym sector where it limits the amount of interaction between personal trainers and clients meaning they can reach more clientele at one time.

Limitations of Mobile Apps are to be expected as the industry is booming at the moment the market is flooded with similar ideas and applications meaning there is fierce competition within the industry . Also these Applications can be very problematic during the development stage as software constantly needs updated and this continues to be the case even after the app has been fully developed, regular updates are essential to keep the app relevant and bug free, see link below for 8 most common problems with mobile Apps

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So you have a website designed for standard desktop computers, but you obviously want to keep up with times and make your site mobile-friendly too. However, it isn't just a matter of scaling down your design - it's a new platform with a new set of interaction patterns and limitations.

In this article we'll explore seven eight UI limitations to be aware of when going from desktop to mobile web.

1) No Hover State

On smartphones there's no hover state (not yet anyways). This can be a challenge for pages with a lot of content or features as the interface quickly gets bloated with links and buttons that would normally only be shown on hover. On mobile, any information or feature must be accessed in either of two ways:

Visible - the content or feature is accessible from visual means. It may be nested in sub-sections or child pages, but the content is nonetheless accessed from visible navigational elements such as buttons or links.

Convention - by relying on mobile design conventions you may hide content and only display it when the user employ certain gestures such as swipe or shake, or when the user drags content around such as pull-to-refresh.

The last approach, convention, can help simplify the interface but also runs the risk of obscurity. Essentially you rely on the user to a) know the convention and b) try it out on your site to see if you support it. But if either of those fall flat the user will essentially have no idea that the feature exist, thus such features should either be explained at first visit or be non-essential to the experience of the site.

2) Slow and Error-Prone Typing

Typing on a touch keyboard is a slow and error-prone exercise so make sure to keep your form fields to an absolute minimum and pre-select clever defaults. Furthermore, you need to consider how you deal with errors in data.

While you'll certainly need to deal with erroneous data in desktop designs too, there will be even more errors in forms filled out on touch devices due to the touch keyboard and smaller screen size (providing less context and overview). Review pages may be a good idea for longer forms if the user can't edit the data after it's been submitted.

Using optimized touch keyboard are key. You may also consider auto-complete functionality, the use of geo-data, inline validation, address validators, and other methods for suggesting and correcting user inputs as they are typed.

3) Less Context

The smaller screens on touch devices results in reduced context. This tend to make it more difficult for the user to get an overview of the page, compare various options, and remember prior content.

Consider a long form. As the user scrolls down, the title of the form disappears along with previously entered data. Without this context it gets significantly more difficult to interpret the meaning of the currently visible form fields. It also makes it difficult to spot errors retrospectively. In this instance a review or summary screen can help avoid erroneous data while a header fixed to the top of the screen can help maintain context. (A fixed header will of course lower the screen real estate for unique content so if the context of nearby fields is more important then this approach would actually reduce the context.)

4) Inaccurate Clicks

On touch devices people use their fingers to click links and buttons on the screen, which significantly decrease the accuracy of clicks. This is also known as the "fat finger problem".

In practice, this means you must consider the size and proximity of all clickable elements, making sure they're large enough to reliably touch with a human finger and far enough apart that users won't accidentally touch the wrong element. Navigation and control bars are of particular importance as they include numerous clickable elements (making accidental clicks more likely) that all have significant consequences to the page (making accidental clicks more critical). During our mobile e-commerce usability study we observed a multitude of sub-problems caused by accidental click, some even leading to abandonments.

One way to deal with accidental clicks is to ask the user to confirm their action but that quickly gets annoying. A much less intrusive (and typically better) approach is having an "Undo" feature that allows the user to revert accidental behavior when it happens as opposed to constantly interrupt the user's intentional acts.

5) Poor Connectivity

It's not uncommon with intermittent connectivity issues and slow download speeds on smartphones. It's really a two-pronged issue:

No connection - While users probably won't expect offline mode from your website then you should still try to handle lost connections gracefully. AJAX-enabled features are particularly prone to unexpected behavior and silent failures (see navigator.onLine).

Slow download speeds - If you're on a mobile EDGE network download speeds will be pretty miserable. In other words, if your site should be usable on slower connections too then be sure to make its footprint as small as possible by implementing aggressive asset caching, using CSS3 effects instead of images, etc.

Of course both of these solutions will improve the experience on all types of networks. Lowering your site's download footprint will make it super speedy on faster connections. Handling network issues gracefully will of course be much appreciated by the users the few times they do experience network issues on otherwise more stable connections.

6) Slow Hardware

While the performance of touch devices is improving rapidly, they are still slow devices compared to desktop computers. This means that page initialization can be upsettingly slow - especially if you execute a lot of Javascript on page load.

Another issue of slow hardware is that transitions and other animations may be "laggy" which - besides being aesthetically unpleasing - may wreck the user's sense of virtual space (or fail at establishing it in the first place).

In both cases, good programming is paramount. Deferred Javascript execution combined with liberal use hardware accelerated CSS animations will do the trick in most cases when implemented properly.

7) Usage Situation

Since the very nature of smartphones is mobility you have to consider the impact of "real world" distractions - a speaker announcement, walking in traffic, etc. Another and possibly larger source of distractions are the digital interruptions - text messages, phone calls, push notifications, two-taps-away-from-Angry-Birds-syndrome, and so on.

These two sources of interruptions make the "returnability" of your site increasingly important. If a user return to your site after a distraction can they immediately pick up where they left or do they lack essential context? If the page is refreshed will their data still be there despite never submitting the form (see HTML5 localStorage)? Has the session expired?

It's a new world

This is by no means an exhaustive list, but it should give you an idea of some common UI challenges that arise as you shift from desktop design to mobile. Smartphones have opened up a new and exciting world but we need to be thoughtful when designing for these devices. It's a different platform with its own limitations and opportunities.

For mobile usability research see the related articles below or the 400-page research report with 147 design guidelines on how to design a high performing mobile commerce site.

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So you have a website designed for standard desktop computers, but you obviously want to keep up with times and make your site mobile-friendly too. However, it isn't just a matter of scaling down your design - it's a new platform with a new set of interaction patterns and limitations.

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Virtuagym s a customised gym app with a professional fitness software that allows people to develop and create a fitness app. This software allows fitness businesses to connect with clients 24/7 and offer advice as well as services such as personal workouts and nutrition advice. it is a popular fitness app for Android and Iphone with over 8 million downloads to date.

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Where social media can be very usueful for business to promote their ideas and services, social media can also have negatives to it. Anyone can be on social media and anyone can say anything. Also social media can be a very opiniated network. An example of a social media platform potentially used is twitter. Twitter can help businesses connect but a better way for this to happen would be on LinkedIn as this is much more professional.

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There are many benefits to digital technologies through social media. Social media allows people to keep up to date with current changes in the market and potential gaps in the market. Social media also allows business people and businesses to connect with similar organisations. Social media allows people to communicate and share ideas if they can't do so face to face.

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Apps are designed to run on devices such as mobiles, smartphones and tablet computers. The software application is developed specifically for these devices. Developers have to consider the hardware specifications due to severe competition from competitors creating similar apps. Once an app has been created, it is then tested using an emulator system which resembles the behaviour of the real system. There are services on offer which allow a business to advertise an app e.g. the App store being the main service for consumers to download apps.

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Benefits and Limitations of Virtual Reality

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Benefits and Limitations of Virtual Reality

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Virtual Reality Marketing has started to grow and expand company's ability to have a truly unique experience online, also allowing consumers to interact with the brands in a completely new way. Virtual Reality has many benefits throughout the marketing sector. VR solves many problems marketers faced with engagements of consumers.
1.Immersive - allowing the consumers to wear a headset and be solely immersed in the content of the marketing, this means there is fewer distractions and allows organisations to portray the product.

2. Memories - Due to virtual reality's ability to make the consumer experience feel life like, Virtual Reality can give marketers the opportunity to provide their customers with the closest experience they can get from a product, service or place without actually physically being there.

The biggest limitation of virtual reality is the cost, this ranging from creating virtual reality the hardware and its equipment used in this process, which both cost a large amount of money. The process of creating virtual reality is relatively new in the marketing business and hasn’t been fully adapted in the industry, therefore a working progress to reach is full potential.

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Virtual Reality - How can it be used in the field of marketing?

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Virtual Reality - How can it be used in the field of marketing?

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Virtual reality (VR) can be used to engage consumers when a business is creating a marketing campaign, promoting a product or service through using a VR headset. An example was Coca-Cola last Christmas as they created a virtual reality sleigh ride which was described like a roller coaster but you are Santa Claus flying over the country.  This was an effective way of showing their modern brand while giving the consumer an exciting experience.  The VR headset ensures consumers are more engrossed in the content in which an organisation is producing as there are less distractions and more attention on the message.  The VR experience can also be used to show off a location/facility or product through a 360 video. This can be used to create innovative content again enhancing the users experience.

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The 10 Best Uses of Virtual Reality VR Marketing

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Virtual reality is a computer-generated realistic simulation of a three-dimensional environment. This is created by using interactive software and hardware, and experienced or controlled by a persons movement of the body. A person will interact within the simulation through using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.

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Best Uses of Virtual Reality VR Marketing

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Small Business, Big Thinking: A Virtual Reality Check

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Uploaded by nbn Australia on 2016-09-14.

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Benefits of social media is that you can connect with millions of people across the globe in the click of a button. You can start your own page and advertise what you are selling, and then you can gain a following that can contribute to your growth as an organisation. Another benefit is you can connect with these followers and they can give you feedback on what you are doing well and what you can improve. Along with this, you can advertise to your followers and communicate with them.

Limitations of social is, for example, not everyone is genuine. They could be asking questions about your organisation but infact they just want to "troll" your page and you have wasted your time. You do not know who is behind the computer. The face to face value is non existent. Another limitation could be that it can be hacked by people. No social media platform is safe from hackers and it can be hacked at anytime if there is no security in place. This can lead to your public profile being controlled by hackers and no one would know. This could be a risk to your reputation.

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Some examples of businesses using social media to their advantage would be organisations like Pizza Hut or Starbucks who use videos and pictures instead of just countless advertisements of their products in a long list. It looks better and feels like the companies are trying to reach out to their customers in an intimate way.

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Social Media - How can it be used in the field of marketing?

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Social Media - How can it be used in the field of marketing?

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Social media can be use to advertise various deals and offers from an organisation. It can also be a selling point for organisations through social media, for example, on Facebook there is now an option to buy and sell things from people.  Another way that social media can be use is to communicate with customers and get their feedback on what can be improved and what they want from the organisation.

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Social media is websites and applications that enable users to create and share content or to participate in social networking.

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Virtual reality can be used for tutorials and demos.

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Social media can be used to socialise with people who want to know about latest deals and offers. Also latest news and interactions. Twitter for example is very popular with organisations who want feedback from their customers.