Augmented Reality, Mobile Apps Add More Life to Print
There's a line of thinking that has become attached to augmented reality (AR). One is that it is just a marketing fad, empty calories accompanied by a sugar rush—technology's answer to cotton candy. It's neat, it's cute, but from a practicality standpoint, it's not built to translate into dollars and cents.
Another viewpoint contends that AR has an indefinable value, limited only by the imagination of the creative people behind its genesis. Yes, it has great potential as a lead generator, collecting pertinent data from the people interacting with it. But it can go far beyond that, engaging people wherever they may be, as long as they have their smart phones with them.
And where can people be found with their phones? Let's be honest...you're quite aware that people take them into the rest room. In fact, that may be you.
That's the point. If you have a message to convey, a product to sell, an idea to share, there are no limitations as to how you can take someone else's reality and substitute your own. Best of all, printed media is a critical launching pad for many AR applications.
There's no need to sell M.J. Anderson on that notion. Anderson is chief marketing officer for multi-channel marketing agency Trekk Inc., which has weaved together a number of exciting, sometimes intricate but never boring, campaigns for a number of clients, including actual printers and at least one manufacturer of printing industry equipment and software.
Anderson is well-known in the marketing circles and somewhat of an evangelist on the topic of AR—having done a number of Webinars on how these experiences are beginning to change the way we use, and our expectations from using, mobile devices out in the world. "We're using AR to change the way people interact with content. In many cases, it has ramifications beyond just promotion and marketing," he says. "There isn't a vertical market that we've seen yet that couldn't benefit from the technology."
With the growth of AR, mobile device manufacturers are building the functionality into the chips of new products, from Google Glass to the Project Tango, the latter of which is aimed at giving mobile devices a human scale understanding of space and motion. Besides Google Glass, there are other wearable technologies in varying stages of development, and Anderson sees them as boasting game-changing possibilities.
Game Changers
As for Trekk, the company is working on projects it feels will change the way marketing folks and the print-for-pay space create and deliver information. Anderson sees huge ramifications for the printing industry, as it offers intriguing possibilities.
For example, Trekk designed and monitored a campaign for Canon Solutions America during the Xploration 14 Conference in Orlando, FL, back in March. Trekk constructed table tent centerpieces for the tables that attendees would sit at during breaks in the presentations. The three-sided tents featured an AR experience on each panel, aimed at simply engaging the attendees in a fun way. The table tent asked users to scan all three sides in order to be entered into a drawing to win Canon consumer camera products.
On one of the panels, a set of books opens to reveal a Slinky walking down stairs. Another panel shows a small, pink elephant jumping out of the screen, and the little guy trumpets when tapped and can be made to run around. In the third panel, a pop-up book opens to show children holding balloons, which then rise in the air and can be popped when tapped. (Using your smart phone with the Layar app, scan this page to see examples from each of the three panels.)
In conjunction with the tents, Trekk had a person on the floor at the show to monitor its progress, while a social media drive, via Twitter, encouraged attendees to look for the tents. "The idea of engaging in a casual way with someone while they're eating lunch or breakfast is not intrusive," Anderson says. "It's a way to start a conversation with the person that's sitting next to you. In this case, (Canon) sought whimsical and fun. It's very light on brand message, more fun than a hard sell. Underneath the hood, we're collecting name, address and other (user) pertinents."
The results were impressive. Of the 350-plus attendees at Xploration 2014, 35 percent engaged with the signs and 12 percent entered to win a prize. Furthermore, 75 percent accessed the experience with an IOS device, while 25 percent used an Android.
In another project, conducted for an overseas client—sort of the Kinko's of Norway (Allkopi)—Trekk created AR markers on interior design card packs. The packets feature 10 to 15 cards, and by sticking one of the AR markers on the wall, users can see what the image would look like if it was printed large, and with different framing options. It's the virtual equivalent of taking a piece home and hanging it on the wall. Once you've selected your modern art motif, for example, you can click on the order button.
Allkopi is partnering with various Home Depot-type retail chains and upscale design centers for furniture and fixtures, and will private label the design motifs—fine and modern art, sports and nature, to name a few—to be offered at US$10-$20 retail. Trekk is playing a large role in the design, building the mobile app and the AR experience. The project was still in process at press time.
Anderson says, it comes down to creating an experience worth engaging with, one that offers solutions, and is perhaps a little bit fun. Given the general failure of QR codes to capture imagination in the land of mobile apps, some marketers are viewing AR as a gimmick—today's trend—and not a viable, sustainable manner to reach out to customers. As a result, he says, some marketers give the alligator arms to augmented reality and won't budget the necessary money it takes (and it's relatively inexpensive) to effectively deliver a message.
Anderson is excited about recent and upcoming technologies, including the new Samsung Galaxy 5. Trekk is also participating in the Google Glass Explorer program and is evaluating the technology. "At the end of the day, it still comes back to content—creating something worth engaging with," he says. PI