Consumers’ ability to engage with the product they buy, or are considering buying, is limited across channels. Stores as “showrooms” is a poor substitute for digitally immersive experiences.
Goals and Objectives
The objective is improved experiential engagement with products and wrapped services leading to increased brand loyalty and consumer satisfaction.
AR/VR, cognitive, IoT, 3D printing, social, and mobile
Use Case Summary
The use of augmented and virtual reality technologies to create an experiential “mall” that facilitates social interactions between consumers and merchants.