Virtual Reality (VR) has the power to revolutionize the customer
experience and has multiple applications from marketing to new service
development, however one avenue for VR that does not get the attention it
deserves is Market Research (MR). While using VR for Market Research the
obstacles like technological and consumer adoption factors which are often
present in other applications are not present in VR. This makes VR for market
research an ideal first step for most brands to experiment with.
One of the biggest shortfalls of traditional market research is
its inability to recreate a realistic testing environment. Majority of times
issues of cost or convenience keep respondents stuck in a sterile room behind a
two-way mirror, and not out in the real environment which is actually needed to
bring additions to the research. Virtual reality research is helping people
overcome these barriers, lowering the operational costs while providing a near
real-world experience.
VR has a number of benefits to offer to research techniques like
in-depth interviews and ethnographic research which already offer a contextually-aware
approach. Ethnographic research conducted on-site or in the home has a few
downsides relating to its ability to fully observe and document all of the
respondents' reactions, both conscious and subconscious. Virtual reality can
replicate these known environments while maintaining a highly regulated and
observable environment for the researcher. Little things like hand gestures or
the eye glances become easily noticeable this way. Technologies such as eye
tracking, heat maps, and at times even simplified EEG can give a view of the customer
reaction on the deepest levels when paired with a VR headset.
This technology can do wonders for companies that are looking to
invest in a new physical space or undergo renovation. Initial consumer testing
is a must to assure that the change will be a success. VR even allows for
real-time comparison of different environments wherein the environments can be
changed with a mere click.
Taking the example of the retail giant Tesco; they did just that
when they created a virtual store for people to walk around in and experience
before it was even built. This gave them the ability to gain much more reliable
feedback than their initial testing gathered only through image-based focus
groups.
Product testing is also a major opportunity for virtual reality.
Companies usually test their product concepts and designs in 3D as a digital
prototype. Despite having this highly detailed rendering on hand, most
companies still choose to manufacture or 3D print the prototype before they go
out to consumer testing. We believe this is a waste of time and money
considering the VR experience that could be used instead.
Market research should not resist this technological change but
rather adapt and embrace it.
Soon consumers themselves will start to adopt VR
into their day to day experiences. Brands that are ready to follow their
consumers into this space will be at a huge advantage when the day comes.
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