
Trend 04
Betting on the virtual
Betting on the virtual
As real as life itself
In short
The augmented, virtual and mixed reality industry is expected to be worth around €160 billion in 2020.
They offer ever more immersive experiences, for all the senses.
They let you go shopping, place virtual furniture in your home, do job interviews, test-drive cars without leaving home, visit hotels or tourist attractions, attend a class, travel to the past... it makes connecting with consumers easier and can help with the purchase decision.
An experience (VR, AR or MR) that isn’t limited to entertainment and is becoming widespread with new-generation, low-cost headsets and cameras.
It means rethinking UX to adapt it to a new virtual environment: gestures, clicks, navigation, surroundings... everything is possible and everything changes in this universe.
Cases
01 / 05Zorraquino spotlights
- 01
VR offers many possibilities, but still many challenges: its high price, the complexity of producing virtual worlds, the difficulty of designing those ecosystems, the isolation effect... increasingly easy to overcome, but they hold back its rapid development.
- 02
It also brings the challenge of offering meaningful content to give value to the experience, in every field: sport, concerts, learning...
- 03
Rapid technological developments and, above all, the push from companies such as Google, Facebook and Snapchat may make its adoption faster than expected.
More on the trend
References
- Tendencias 2017: VR, AR, MR
- http://edition.cnn.com/videos/world/2016/11/28/alibaba-vr-shopping-stevens-pkg.cnn
- http://www.dailymail.co.uk/sciencetech/article-4185138/Developer-combines-HTC-ViveHoloLens-mixed-reality.html
- http://www.gartner.com/smarterwithgartner/gartner-predicts-a-virtual-world-of-exponentialchange/ A UX guide to designing virtual reality experiences
- Virtual Reality Leads Marketers Down a Tricky Path
- Top 10 Most Creative VR Experiences
Pages 38–51 of the report

