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BUSINESS PLAN

AUGMENTED REALITY TECHNOLOGY ENTERPRISE


GROUP 4

Subject: Business Practice Explored


Class: F-UON-M-3C

Group member:
Phạm Lê Nhật Anh (2105000055) (Leader)

Nguyễn Sỹ Hoàng (2105000180)

Bùi Trung Kiên (2105000212)

Ngô Duy Thành (2105003063)

Đào Tường Vy (2105000458)


Table of Contents
I. INTRODUCTION......................................................................................4
1. BACKGROUND........................................................................................4
External reasons:..........................................................................................4
Internal reasons:...........................................................................................4
2. BUSINESS IDEA.......................................................................................4
Description:...................................................................................................4
Target customers:.........................................................................................5
Revenue sources:..........................................................................................6
Distribute to customers:...............................................................................6
II. STRATEGIC PLAN................................................................................6
1. MISSION AND VISON............................................................................6
Mission statement:........................................................................................6
Vision:............................................................................................................7
2. GOALS AND OBJECTIVES...................................................................7
Goals of AR...................................................................................................7
Objectives of AR...........................................................................................7
3. BUSINESS ENVIRONMENT..................................................................7
SWOT analysis.............................................................................................7
STRENGTHS................................................................................................7
WEAKNESS.................................................................................................8
OPPORTUNITIES.......................................................................................8
THREATS.....................................................................................................9
4. MARKET SEGMENTATION.................................................................9
Demographic segmentation:........................................................................9
Psychographic segmentation.....................................................................10
Behavioral segmentation............................................................................10
5. TARGET CUSTOMERS........................................................................10
6. STRATEGIES AND IMPLEMENTATION........................................11
Strengths-Opportunities (SO):..................................................................11
Weaknesses-Opportunities (WO):............................................................11
Strengths-Threats (ST):.............................................................................11
Weakness-Threats (WT):...........................................................................12
7. ETHICAL ISSUES....................................................................................12
III. OPERATION.........................................................................................12
1. INPUT......................................................................................................12
2. PROCESS................................................................................................12
3. OUTPUT..................................................................................................13
4. LAYOUT..................................................................................................15
IV. Human Resource Plan.........................................................................16
1. ORGANIZATIONAL STRUCTURE...................................................16
2. JOB ANALYSIS......................................................................................16
3. RECRUITMENT AND SELECTION..................................................19
Step for recruiting employees in our business:........................................19
Step for selection employees in our business:..........................................19
4. TRAINING AND DEVELOPMENT....................................................20
Training.......................................................................................................20
Management development.........................................................................21
5. PERFORMANCE APPRAISAL...........................................................22
 Visualisation.............................................................................................22
6. COMPENSATION..................................................................................23
V. MARKETING PLAN............................................................................23
1. MARKETING RESEARCH..................................................................23
2. MARKETING MIX................................................................................23
3. MARKETING CAMPAIGN..................................................................23
I. INTRODUCTION
1. BACKGROUND
Product introduce:
- Welcome to our AR technology group, if you are wondering what AR is,
below will be the answer for you.
- AR, or commonly known as augmented reality, is a 3D experience that
interacts with a view of the real world with computer-generated elements
in real time. It can be said that AR helps you approach the real world and
it overlays the virtual elements as a direct layer in that environment
creating stimulation in the experience and creating the interaction
between that real and virtual in a way more meaningful.
- Sounds very interesting right! So let's see how our group's business plan
will be.
External reasons:

- Today with the great development of technology, especially when the


industrial revolution 5.0 gradually ascends the throne, technologies like
AR are taking the lead because of the great value it brings to people from
its convenience to its efficiency.
- Besides, during the covid 19 pandemic when the state is having social
distancing policies, the application of AR to e-commerce trading floors is
also the optimal way to bring convenience and encouragement everyone
stay at home.

Internal reasons:
- Nowaday, in Vietnam, there are still not many companies investing in
this technology segment, so our team wants to be the pioneers in bringing
AR to integrate and develop in Vietnam, building a prestigious brand
name and reliable to help people here can rest assured to have a good
experience and access it as soon as possible.

2. BUSINESS IDEA
Description:
 Product and service:
- AR technology works on allowing people to overlay or superimpose
images, sounds, and text as digital content on top of real scenes. Because
of that, it is extremely versatile and can be applied in many ways.
- First, on the product side, AR applications are delivered through hands-
free wearables such as head-mounted displays or smart glasses. In
addition, it is also included in the entertainment applications that we often
see today, such as Snap chat or the game Pokémon Go.
- On the service side, AR apps could be included in e-commerce
exchanges, allowing online shoppers to download holograms of products
– a solution for customers who cannot make it to the store direct.
- In addition, there are other cases where AR can be used. For example, AR
“heads-up” displays that put navigation, collision warning, and other
information directly in drivers’ line of sight are now available in dozens
of car models. Wearable AR devices for factory workers that
superimpose production-assembly or service instructions are being
piloted at thousands of companies. AR is supplementing or replacing
traditional manuals and training methods at an ever-faster pace.

Target customers:
 Age: 16-60
 Prioritize: From middle class to high class people, marketers and
enterprises

Revenue sources:
- We get profit from selling advanced technology products such as head-
mounted displays or smart glasses.
- We can get money from customers by letting them use apps that have
applied augmented reality technology (such as ARKit for iOS and
ARCore for Android) in their smartphone.
- Selling AR software programs to other businesses also helps our
company make more profits.

Distribute to customers:
- Typically, using AR on phones allows users to incorporate digital content
into the real world using the AR app and the device's camera. This makes
it convenient that we only need to work with software companies that
want our AR technology in their products.
- For devices such as AR headsets, head-mounted displays or smart
glasses, we will focus on distributing them in city centers.
- Partners:
We may cooperate with leading companies in the field of AR such as
VRTECH in Vietnam. For marketing we may also associate with some
apps or other companies that need AR support.

II. STRATEGIC PLAN


1. MISSION AND VISON
Mission statement:
 Improving the life and work of human be:
- By using AR technology, we bring a new experience, most realistic and
especially convenient services to our customers in a busy world that is
very stressful nowadays.
- Knock down the barriers between the physical world and type in them to
improve the working performances.
- Create a new way to enjoy knowledge, information and data to improve
the quality of life.

Vision:
- More enhance the quality of augmented reality applications to bring a
new modern world of technology for the next generations.
- Cooperatewith other partners' companies to create a strong, developed
and modern B2B model globally.

2. GOALS AND OBJECTIVES


Goals
- Make a system that will be so efficient that the user will not be able to tell
the difference between the real world and the virtual augmentation
- Provide human beings with a virtual environment where we can interact
with a computer just as we do in the real world, by talking with a virtual
human in a spoken language, by writing a letter, or by drawing a picture.
- To achieve feats which are limited in the real world.
- To integrate it into daily lives to help the masses.
Objectives
- Provides the ability to practice skills in a safe environment and in a
manner that utilizes a participant's motor skills, which ensures better
knowledge and skill retention.
- To create a virtual environment for a richer user experience.

3. BUSINESS ENVIRONMENT
SWOT analysis
STRENGTHS
 New technology
 Increased business performance
- These technologies are diverse enough to handle B2B and B2C, whether
it is real-time monitoring of factory equipment, service delivery,
navigation, or product presentations.
+ Ex: Automobile industries are using it for designing and visualizing the car's
different features before actually committing to building a model.
 Matchless Interactive Reality
- Most eCommerce applications incorporate AR in them to provide their
user's the ease of trying and avoiding all the time and energy wasted in
the return procedures. Giving a 360-degree overview, these apps make
shopping involvement much simpler.
 Time-saving technologies
- Download an app and look out for the best-suited options for you without
wasting any time.
- AR will make it super easy and convenient for people who hate wasting
their time. This technology not only save your time but also provides you
with the best of products and services from the comfort of your home.
 Advertising and Marketing
- Creative use of AR can improve consumer relationships while increasing
the propensity to buy products.
- Companies leverage AR to enhance their promotional products and
services.
- Applications developed with these technologies don’t even need any
heavy marketing strategies as the experience they provide to its users
speaks for itself.
WEAKNESS
 High cost
 Not suitable for all instructors
 Mass market share:
- Outside of mobile augmented reality, the consumer market for augmented
reality devices is virtually nonexistent. Only a handful of companies
currently are producing devices at close to consumer scale, and none of
these devices is currently marketed toward consumers, only toward
developers, businesses, and enterprises.
 Lack of qualified personnel.
 Negative health effects of consumers when using it in the long term.

OPPORTUNITIES
 Marketing
- Augmented Reality development opens up various business possibilities
for the marketing domain, and if used creatively, it can generate more
loyalty and commitment for the brands and their products.
 Education
- AR helps the students easily acquire, process, and remember the
information.
- AR makes learning itself more engaging and fun. Augmented reality has
the potential to replace paper textbooks, physical models, posters, printed
manuals.
 High market potential, availability of free niches
 Growing interest of investors
 Social media:
- AR helps people to have a great entertainment experience through the use
of many apps such as instagram or facebook messengers,
snapchat…...which have cameras with many filters for their selfie or
taking photos with their friends.

THREATS
 Instead of creating a completely virtual world, AR adds virtual elements
to the world around us. This can cause injury to the user of the
application and people around them if not careful. For example, Pokemon
Go is a popular augmented reality game that has seen more user injury
rates.
 Lack of information on the results of use.
 Unpredictability of the external environment.
 Young market.
 There may be a potential risk of users' privacy violations such as photos
and personal information if there is an invasion by hackers.

4. MARKET SEGMENTATION
Demographic segmentation:
 Education:
- AR’s relative seamlessness of digital objects within the “real world”
encourages interactivity and engagement. It maximizes students’ ability
to spend their time learning curricular subjects while minimizing the time
spent learning how to use the new tech.
- AR can also inspire empathy in an individual. It offers two-dimensional
methods of presenting information versus the traditional one-dimension.
This combination of interactivity and engagement with emotion could
enhance the ability of students to remember what they’ve learned– and
lead to faster acquisition of information and skills.
 Age:
- As young people, it will be greatly helped in the area of absorbing
knowledge and working more effectively.
- As for the elderly, it will help restore memory and take better care of
health.
Geographic segmentation:
- Country: Vietnam
Psychographic segmentation
 Convenience:
- Because of Covid-19, customers have to stay at home and afraid to go to
stores or crowded places, then customers want the product to appear
clearly through the phone screen.
- AR helps users have a home shopping experience that is as close to a
real-life shopping experience as possible, making ordering at home even
easier. In-store, AR reduces the need to handle and touch products with
"Try" features that save shoppers the time to actually try those solid items
on. 
Behavioral segmentation
- AR is mostly used among Gen Z and late millennials.
+ Eg: Snapchat is one of the most apparent and available platforms to engage
with AR, has 163 million active daily users. Another interesting figure is that
according to a 2019 JWT intelligence study, 40% of Gen Z prefer to express
themselves with AR lenses/filters to send out photos and videos.

5. TARGET CUSTOMERS
 Age: 16-60
 Prioritize: From middle class to high class people, marketers and
enterprises
- From middle class to high class people:
+ Teenagers and adults in this class often tend to buy technology devices that
support AR software to stimulate the experience and serve their entertainment
purposes. 
+ They also don't hesitate to spend on their favorite products on e-commerce
exchanges that contain AR software.
- Marketers:
+ Marketing using AR allows brands to craft experiences, engage consumers
and encourage conversions.
+ As new technology becomes available, customers want brands to deliver
experiences that use it => Marketers keep pace with new advances in order to
meet customer expectations and deliver the best possible experiences.
- Enterprises
+ AR gives companies another tool when it comes to driving sales and
enhancing brand value through mobile devices.
+ Brands can use AR to allow consumers to try products before they buy them,
with augmented shopping experiences becoming increasingly popular. From
testing makeup to test driving a possible new car.

Source: statista.com

6. STRATEGIES AND IMPLEMENTATION


Strengths-Opportunities (SO):
- Development and focus on B2B business model investment in companies
that want to use AR for their branding purposes.
+ For example: Augmented reality can take branding materials like business
cards and brochures to the next level by adding a virtual component. Users
can scan printed materials with their mobile devices to access a range of
features giving them more information and ways to get in contact with the
brand.
- Introduce and bring AR technologies to private schools that want to
innovate and develop their teaching through seminars or field trips.
- Constantly changing and creating, especially the application software of
social networks, thereby creating new experiences for users.

Weaknesses-Opportunities (WO):
- The cost of equipment will decrease as demand increases.
For example: headgear will cost less as more designs come to market.
- Promote marketing and advertising of the development and effectiveness
of AR technology in people's lives over time, thereby creating a large
market to attract young generations to pursue this industry trend and at
the same time receive interest from investors.

Strengths-Threats (ST):
- Creating many evaluation and commenting software for consumers to
state their feelings after using AR technology, thereby better
understanding the market's tastes.
- Let customers try before they buy.
+ Potential customers have always wanted to try products before purchasing
them. Using AR, customers can model and try on makeup, clothing items, and a
wide range of home-related products without needing to directly interact with
them. AR negates the need for a large physical inventory to allow customers to
try on or sample dozens or even hundreds of items in search of the one that best
meets their needs.
+ Action: Cooperate with some brands in the cosmetics industry like Sephora,
L'Oreal, and Perfect Corp which could allow the customers to see how the
makeup would look on them digitally.

Weakness-Threats (WT):
- Reduce the possibility of privacy violations for users by enhancing the
security of personal information and creating command buttons that
notify users when someone uses their photos and personal information for
misconduct.
- Overcome weaknesses and threats by focusing and developing strengths-
opportunities strategy.

7. ETHICAL ISSUES
- The main ethical challenges in terms of AR implementation include facial
recognition and anonymity, mental and social side effects, unrealistic
expectations, and manipulation.
- There are many ethical considerations to take into account in terms of
AR. Currently, there is no regulatory infrastructure in place to moderate
the development and deployment of AR technology. What is even more
worrying is that the speed at which technology is advancing is too fast for
the traditional legislative system to account for. Blockchain technology is
an example of this. As soon as a bill is passed new features have been
added and created rendering the bill more or less obsolete.
- So, the control over AR software should be in the hands of customers so
they can make the decisions with regard to what they want to see and
what data is made accessible. Like all technology, AR is a two-edged
sword and needs to be correctly wielded in order to be effective.

III. OPERATION
1. INPUT
- In our business, to be able to create products with the best quality, in the
input stage, the first thing we do will be to analyze and identify the needs
of our customers.
- Next, we will make a specific plan and allocate tasks for programmers
and software engineers.

2. PROCESS
- In the process stage, we continue to build AR software through specific
phase.
3D Concept of App:
- The very first thing which comes in the process is the core concept of the
application. What are the main functionalities of the application, how the
application will look, and how the user will interact with the interface are
decided in this phase? 3d prototypes and blueprints are prepared based on
the idea which will be used in the designing phase.

3D Designing phase:
- By leveraging the 2d blueprints and 3d prototypes as a reference, the
engineer can design the complete flow of the application. The application
screens, colour combinations, animation effects are implemented in this
step. Once this step is complete, it gives a pretty clear idea of the app’s
functionalities.
Testing phase:
- Once we have completed the programming phase, we move on to the
testing step. At the testing step, the testers will check the software to
detect bugs. After that, they will report to the software engineers for them
to complete the final product.

3. OUTPUT
Integration into AR APP:
- After all those processes have been completed, this is time for integrating
the whole concept into an AR app. The development phase of the app
begins here, and the functionalities are integrated into the AR application.
This process gives a powerful backend to the beautiful frontend of the
app. Augmented reality starts with a camera-equipped device—such as a
smartphone, a tablet, or smart glasses—loaded with AR software. When a
user points at the device and looks at an object, the software recognizes it
through computer vision technology, which analyzes the video stream.
Evaluate:
- After the product has been used by customers, from here we will listen
their feedback and try to adjust and improve the quality of the software to
be more suitable with the needs of the market.

4. LAYOUT
Process Layout:
IV. HUMAN RESOURCE PLAN
1. ORGANIZATIONAL STRUCTURE
2. JOB ANALYSIS
Job positions Job description Job specification
- Responsible for - Associate or
operating information Bachelor's degree in
technology equipment Computer Science,
for customers. Information
Technology, System
Administration.
- Maintain system
stability.
- 3-5 years of database,
network administration,
- Recruit, train and or system administration
manage a working team, experience.
from data entry staff to
System administrator
operators,
programmers... - Working knowledge of
virtualization, VMWare,
KVM, Openstack,…
- Maintain and update - System administration
the system when and IT certifications in
necessary. Linux, Microsoft, or
other network related
fields are a plus.
- Provide documentation
and technical
specifications to IT staff - Strong knowledge of
for planning and systems and networking
implementing new or software, hardware, and
upgrades of IT networking protocols.
infrastructure.

- Consider the number


of people using the
system, and whether
improvements are
needed to meet demand.
- Build apps and - Graduated from
software using C#. College or above,
- Do interesting, majoring in Information
interesting work, get Technology.
creative freedom - Capable of teamwork.
- Have 1 year or more
experience.
- Join dev projects using -Withstanding work
Unity. pressure.
- Ability to learn
quickly, adapt well to
- Collaborate with team work.
members to build AR - Good programming
applications: animation, thinking, deep
UI, UX... understanding of object-
oriented programming.
AR Programmer - Knowledge of coding,
- Contributing ideas for understanding of AR
work content, product (Augmented Reality).
improvement. - Knowledge of Unity
2D/3D game engines,
iOS/Android.
- Good understanding of
- Research and develop
C++ and C#
existing and new
programming language.
projects of the
- Proficient
Company.
understanding of source
code management tools
such as Github / Gitlab.

- Work for software - Bachelor's degree in


manufacturers, web graphic design or a
design consulting firms related field.
or large companies
- One to three years of
professional design
- Summarize the choices experience.
and requirements of
customers about the - Portfolio of strong
website creative work.
Web designer
- Experience with
- Design and create Adobe Creative Cloud
websites, links (Dreamweaver,
- Design testing Photoshop, InDesign,
Illustrator).

- Online installation of - Experience with


the final version and HTML, Javascript, and
technical support for CSS.
customers

- Stay up to date with


the latest advancements
in web design

- Propose improvement
plans

3. RECRUITMENT AND SELECTION


Step for recruiting employees in our business:
1. Identify job positions that the company is lacking and create a list of needs
2. Clearly define the skills, the experience and level of education that the
personnel need to have to succeed in the job and create a job description.
3. Create a recruitment plan to save time and energy.
4. Organize a team of expertise when writing job ads, advertisements
5. Attracting candidates through the use of recruitment agencies and the internet
or posting job requests on the company's website.
6. Statistics of shortlisted candidates.

Step for selection employees in our business:


1. Review and re-evaluate the available budget the company can use to recruit
employees.
2. Limit the number of applicants to ensure that the selection process does not
waste the time and resources of the company itself and the intended applicant.
3. Organize a team of expertise to screening job applications.
4. Conduct a phone screening to narrow down the selection process and make
sure the person who the company wants to take time to interview.
5. Conduct a selection interview.
- During the interview process, in addition to the requirements of
experience and professional skills of each position and specific job, our
company also requires additional basic criteria to consider candidates
including:
- Candidates feel confident, comfortable and know how to listen and learn
when recruiting.
- They show honesty and accuracy when talking in the interviews
compared to their CV.
- They have teamwork skills and can adapt to the frequent change of work.
6. Review and decide the candidates that are suitable and fit into the team of the
company.

4. TRAINING AND DEVELOPMENT


Training
 Job position: AR Programmer, Database Developer
- In order to support new employees starting to work, our company chooses
the classroom teaching method. As follows: We will hold regular sessions
designed to help all members of a team get to know each other and gain
access to the tools and skills needed to project implementation. With this
approach, it helps to unify the lower level of team members and make
them aware of the roles of others while avoiding the situation that
someone will be isolated when they first join the company. The duration
of the course is on weekends (can be Saturday or Sunday).
- Besides, we also use the on-the-job training method. Those new
employees will be working directly on the company with the guidance of
mentors who have many years of experience working here. This will help
them get in touch with the real work, make it a habit to calibrate
performance every time they get stuck as a way of troubleshooting during
testing and integration.
- With those training method that combines between learning and specific
work practices, we will have a better overview of our employees and can
access them correctly.
 Focus on hard and soft skills
- The skills help them work well with others.
- Find ways to encourage their creative thinking, problem-solving,
communication and conflict management skills.
+ Make it personalized
- When a new employee is onboarding, ask them about their preferred
learning style.
- By customizing your training to their learning style, new information can
be shared more effectively.
+ Use multiple platforms
- Blend in-person learning with online videos, training manuals, real-life
projects and any other ways to teach employees.
- By having multiple ways to learn, they can really get to know the material
and work on their skills.
+ Help employees set goal
- Before you begin training, have your employees set training goals for
themselves => find ways to measure their progress and stay focused on
meeting these goals.

Management development
- To train potential employees to senior positions in the company such as
Project Manager or Marketing Manager, we will encourage them to take
private skill classes or learn e-learning with training time in month or
maybe 1 year
- Employees will learn a lot of experience through difficult jobs. Therefore,
giving employees the opportunity to try new positions is also a good way
that we do to improve their skills and management capacity.
- Beside of those things, our company can also support employees with the
following skills:
 Knowledge about the organization
- Economic cycles
- How revenues, expenses, and profits work
- Short-term and long-term business plans
- Code of ethics
- Accounting and finance
- Marketing and sales

 Leader skill
- Several soft skills and hard skills can help managers become better
leaders.
- Some important leadership skills to develop include:
+ Decision-making
+ Teambuilding
+ Problem-solving
+ Creative thinking
+ Self-awareness
+ Confidence
+ Positivity
+ Communication skills
+ Empathy
+ Project management
+ Negotiation
+ Motivating a team
+ Time management
+ Delegation

 Conflict resolution
- Every management development program should include training for
conflict resolution. This is especially important for first-time managers.
But it can be just as important for more experienced managers who never
got the appropriate training for conflicts.
5. PERFORMANCE APPRAISAL
Evaluation techniques:
 Graphic Rating Scale
- We use this method to easily assess the working quality of employees
from excellent to good, good, average and weak according to
requirements such as: Quantity, quality of work, style, creativity, sense of
responsibility.... From there, we will understand the personality of
employees to assign suitable jobs.
 360-degree feedback assessment
- This method helps us to know specifically about the employee's work
efficiency through recording the feedback and evaluation of employees
such as: colleagues, direct managers, subordinates, departments,
departments, subordinates, customers, partners… From there, it helps
managers identify employee performance in a multi-dimensional way,
from many different evaluation angles as well as help employees
understand their contributions. How are their contributions, efforts and
work performance evaluated by relevant individuals and departments?
 Continuous Performance Management – CPM
- This method helps our managers determine employee performance
quickly according to the actual work and helps employees to be proactive
and improve performance both now and in the future through the design
set short-term goals, check progress regularly, and incorporate ongoing
feedback to employees.

6. COMPENSATION
Annual Monthly Weekly Hourly
Bonus salary
Salary Pay Pay Wage

CEO $137,000 $11,416 $2,634 $66

Product
$104,000 $8,666 $2,000 $50 $500
Manager

Finance
$79,500 $6,625 $1,528 $38 $500
Manager 

Marketing
$78,500 $5,479 $1,124 $29 $500
Manager

HR
$79,000 $6000 $1500 $37 $500
Manager

- Bonus: Employees will have incentives according to revenue, customer


satisfaction about products, application downloads .... the bonus
salary pays extra at the end of the month.

V. MARKETING PLAN
1. MARKETING RESEARCH
Customers like Augmented Reality so much, they are willing to PAY MORE
for a product if they can experience it through Augmented Reality. A study
conducted by Interactions Consumer Experience Marketing discovered that
marketer’s dream-come-true as well as the following:
 61% prefer stores that offer AR over those that
don’t
 68% said they’d spend more time at a retailer if they
could shop with AR
 40% would pay more for a product they could
experience through AR
 72% had purchased more items they had planned to
because of AR
 55% say AR makes shopping fun
 45% like that AR saves them time
 77% want to use AR to see product differences, like
different colors or styles
 41% use AR to find out about special promotions
and deals 

AR solutions can make marketing more relevant and in-person, ultimately


improving the customer experience and adding new value to bridging,
interactive brand and customer relationships. It will be a gathering place for
opinions so that suppliers can understand customer requirements and
respond to each individual
2. MARKETING MIX
Product
- There can be solutions for almost any industry that wants an application
in advertising: retail, automotive, education, healthcare, and more. AR
marketing can take the form or look that best meets the campaign goal.
- There can be video or still images, 3D models or flat images, informative
or entertaining content. You can use these app creation platforms with no
coding knowledge, and can create simple experiences with just a few
clicks.
- Users can directly use the product as they like. Here users can adjust, see
the product's angles as real from color, design to best suit the space. Help
advertise the brand on some games when experiencing AR, players will
be more needed. Furthermore, this repeated engagement makes for a
more profitable cost/effectiveness ratio than print ads or video ads.

Price
- There are two major types of augmented reality:
 Marker-based. Such apps can be pretty easy to build, taking one to three
months. They need an image like a logo or an icon or any other that is
called a marker to trigger pre-programmed AR content after the marker
has been scanned by the user. The cost of a marker-based AR app can
start from US$1,000 or US$2,000 if simple, 2D images serve as markers.
It, however, climbs up when a more sophisticated approach is involved,
like object tracking or extended tracking.
 Markerless. SLAM (Simultaneous Localization And Mapping) is the
underlying technology in markerless AR. It is usually implemented using
out-of-the-box software that comes with SDKs, software development
kits for AR creation. SLAM-based AR solutions understand the
surroundings by getting visual data in the form of point clouds, needing
no markers. Today, most of them are based on surface recognition and
position tracking for placing 3D objects around the user.
- AR content creation
 In our experience, however, more than 50% of AR systems require
creating unique 3D graphics from scratch to suit individual business
needs. This is also a very common case with industrial giants.
 It takes from one to three weeks for a 3D artist to create one 3D model,
costing between $1,000 and $3,000. We need to build many 3D models, for
instance, for products sold on your eсommerce site — a project worth
considering with the rising popularity of virtual try-on technology — 3D
scanning will save you some money. An important thing to understand here
is that AR content can use more than two-thirds of your total augmented
reality project budget if your AR system requires top 3D content.
 A significant portion of the AR solution development effort focused on
creating custom WebAR object tracking, as well as building an
enterprise-grade content management system that the client needed to
handle different AR content across its stores in different locations and
promptly update it with the release of new product versions. The cost of
such augmented reality apps can start from US$200,000. Their
development takes around six months.

Place
- AR-powered virtual product demonstrations help speed sales cycles by
enabling customers to experience full-scale versions of physical products
on-the-spot, removing the need for follow-up meetings and back and
forth shipping. As a result, AR is changing where the purchase journey
happens by offering customization and personalization anywhere the
customer wants.

Promotion
- Promotion Mix or Integrated Marketing Communication strategy is a mix
of various promotion tools that are at disposal of AR. They are –
Advertising, Sales Promotion, Personal Selling, Public Relations, and
Direct Marketing.
- AR can use all these five communication tools to persuasively
communicate to customer – existence of the product, price of the product,
differentiating features of the product, places where people can buy the
products, and finally how consumers can effectively use the products or
services.

3. MARKETING CAMPAIGN
- Bringing Posters to Life
 Printed posters, flyers and other advertisements are ten-a-penny and so
are smartphones. By combining the two, you can create amazing
augmented reality marketing campaigns that quite literally make your
messages jump off the page.
 Check out this campaign, for instance, from AMC Cinemas that brings
movie posters to life when users point their smartphones at them.
 Loads of info is brought up when users activate the AR feature – a trailer,
cast and crew info, and how to buy tickets. Indeed, since all inbound
marketing is about educating prospects, this is one augmented reality
marketing idea that can be used by practically any business for practically
any purpose.

- Scannable Products
 If you’re selling your wares on shop shelves, then this augmented reality
marketing tactic is for you.
 Scannable products enable shoppers to use their phones to scan an item
on a shelf and receive more information about it directly on their phones.
For instance, customer reviews could be summoned, or, say, in the case
of food items, nutritional information or recipes.
 A great inbound marketing move from everyone’s favourite sauce
company, adding real value to their products in an exciting way. And
indeed, no matter what product you’re selling, this is an augmented
reality marketing idea that can be replicated in all sorts of different ways
– from fashion tips for fashion products to fishing tips for fishing
products.

- Try Before You Buy


 This is something that is used extensively in the makeup industry. Here’s
a particularly sophisticated example from Sephora, launched last year.
 As you can see, the beauty (no pun intended) of the tool lies in the fact
that it allows customers to use the power of augmented reality to see how
different makeup products will look without having to apply them.
 The amount of time saved for customers is potentially enormous and
enables them to try a vast range of products before they commit to buy.
It’s a fun way to engage with the brand, and it’s not hard to see how such
an offering gives Sephora a competitive edge.
 Of course, you might not be selling makeup. But you and your inbound
marketing agency can still find ways to tap into the “try before you buy”
power of augmented reality marketing. Clothing lends itself well to this
concept, as does anything that might be displayed in the home – in this
instance, AR could be used to show how various ornaments or décor
might look in the living room or hanging on the bathroom wall or what
have you. The only limit is your creativity.

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