Categories
Augmented Reality Social and Societal

AR-4-Teens

Changing human behavior is difficult. Go ahead, try it! Exercise more! Eat tomatoes for breakfast!

Changing behavior with new technology is right up there amongst the world's greatest challenges, after world hunger and a few other issues. In my post on AR-4-Kids, I concluded that if children were introduced to AR during infancy, adopting it would never be in question. Certainly using it in daily life would seem natural. Do companies providing AR today really need to wait for the crop of children born in 2010 or later (introduced to tablets with Ernie and Bert speaking to one another) to play with these technologies and keep them as part of their behaviors? 

Suppose you learned as an infant to adopt new technology? "Millennials" are among those who, from their earliest memories have mobile, Internet-connected technology in their hands and pockets and, in some cases, intuitively figure out the role it plays in their lives. 

Results of a study covered in several mobile marketing portals (but is surprisingly difficult to find on the Ypulse site), are not encouraging. The high school and college-age participants of Ypulse's survey are “baffled” by augmented reality technology, particularly when it's infused in mobile apps on leading smartphones. Neither of the news bulletins I've read about this study (here and here) describe the Ypulse methodology or sample size. However, below are the findings at a glance from the Mobile Marketing Watch portal:

  • Only 11% of high schoolers and collegians have ever used an augmented reality app.
  • retailers like Macy’s and brands like Starbucks have come out with mobile AR apps. They’re fun and clever, but as with QR codes, Millennials don’t always get the point.

Among students who have used AR apps:

  • 34% think they’re easy and useful;
  • 26% think they’re easy but not useful;
  • 18% think they’re useful but not easy; and
  • 9% think AR apps are neither useful nor easy to use.

We have a long way to go before the technology put in the hands of consumers, even the magnificent millennials today, meets true needs, adds value and gives satisfaction. Heck, we're not even near a passing grade! 

Those who design and produce AR experiences must reduce their current reliance on advertising agencies and gimmicks. Or at least they must reduce emphasis on "wow" factor that clearly has no purpose (except to engage the potential customer with a brand or logo).

Utility, especially utility in the here and now, is more important than anything else to change behavior and increase the adoption of AR. 

How useful is your AR experience?

Categories
Augmented Reality Events

Augmented Olympics

The London 2012 Olympic Games are fast approaching. I'm eager to see the extent to which Augmented Reality could be applied to this global celebration of human athleticism. I'm keeping a list of all the campaigns and applications being developed for this special event. Today the first instance was entered in my list. If you want access to this list, send me a message.

BP America recently launched as a component of its Team US support, a campaign using AR to raise public awareness of the US Olympic team.  They've worked with rising stars in archery, cycling, gymnastics, track & field and swimming, as well as some athletes with handcaps shown in the graphic below, to develop content (video clips and photographs). In addition to populating their web site, they had the help of New York City-based Augme to package the content into AR experiences triggered by using trading cards.

 

The system seems a bit of a stretch. There are a lot steps for users, even if they are sports fans.

Imagine this:

  1.  BP America will need to spend a few (certainly 5 figures) dollars and weeks letting people know that there are trading cards in upcoming issues of Bloomberg BusinessWeek magazine.
  2. Then, after buying the BusinessWeek and finding a card, the user will need to follow instructions leading them to a web page where they can launch the image recognition. A press release says that the app is also available for mobile (I was unable to find it, but let's assume for the moment that it's available on iTunes)
  3. Finally, if they are able to get the software to work, the Internet connection is high speed and their computer is sufficiently powerful, they will need to have a web cam. All included in a smartphone, of course.
  4. Those with all the components will then raise the trading card in front of the webcam or smartphone.

I'm not a BusinessWeek subscriber and will probably not find these cards, but I'd really like to know how the use of AR in this scenario is going to bring more value to sports fans than watching the videos and looking at photos already on BP America's web site.

I'll contact the people at Augme who designed the campaign and ask if I can see the statistics on this experiment in a few months time.