” more than half of consumers are willing to use video
for customer service and support.”
– State of Customer Experience Report
The main purpose of VR is presence and immersion, the goal is having the user feel himself “inside” the system. On the contrary, AR doesn’t have this as his focal. The real world takes part in the whole experience and is the integration that makes an impression here. But this real world is improved or “augmented” with a layer of digital information.
As designers, when they confront Mobile VR their main objective is that the user feels completely inside the virtual world. Taking him out completely from the real world. So, that new world that is going to be created has to have all the things necessary to achieve that sensation. This, in fact, is a great challenge for designers and developers, take in count that they just might affect two senses: The sight and sometimes the hearing (unless the user has no headphones or turns off the sound).
The experiences designed for AR have an entirely different perspective and goal. Whether is and information app, retail or a game, the main purpose is not the immersion but the integration. Taking a design and concept point of view, but with interaction is very different too.
In VR, interaction depends a lot on the device we´re going to use. In the case of Mobile VR the casual behavior or interaction we have to have is to move our head to mark something and as a last / almost posible resource, have a joystick to helps take more control of the environment or point different elements in it.
This kind of interaction is complex and very limited. The user moves the pointer spinning the head and body (pressition is compromised here). Although there are 360° surroundings available, if the users aren’t on his feet they’ll never turn or be able to look behind.
Mobile AR interaction is very particular, because it’s reach is wider and you can manage it in a lot of different ways. But even though there´s a lot more possibilities. It is easier for the costumer to manipulate, because they’re used to look reality through their cellphone’s camera. They interact, on the screen and with the app’s interface. All of this because they have to manipulate the phone at least with one hand.
Without the need of aditional hardware and depending on the type of Mobile AR technology we’re using, the user can interact with the system through:
Do you have any practical experience or examples of VR and AR use. Specially to make users interaction and engagement more entertaining. If yes, do share with us 🙂