Final Documentation and Reflection
Concept:
ARven is a proposed platform created as a marketing tool that houses Augmented Reality designs that we have produced for clients. To start with, ARven specializes in business and loyalty cards, bringing the digital and physical worlds together to create a unique experience that speaks true to our client’s brand. Our artefact is an augmented reality loyalty card for our client YIBEI Lemontea.
Business cards are still very much valued today in 2019, having varying significance around the world (Durham, 2019), business cards have remained the most effective way to create a more personal exchange of information in a quick manner. (Jackson, 2019).
Loyalty Cards have proven to be a very easy and effective way to cultivate returning customers whilst also often enabling a business to gather data in a more passive manner. (Valeanu, 2015).
Both are still very relevant and are used very often within businesses in the world, even with technology advancing. What ARven aims to use various techniques to create designs that will express client’s brands while also setting it apart from various marketing gimmicks that do not hold attention for long. We have done this by corresponding with our client ‘YIBEI’ and designing a product that will easily give a customer the information they want but also offer exclusive deals that would only be implemented on the card itself. This will keep people coming back to the app instead of being just a gimmick. This strategy has been implemented with other famous companies such as McDonald’s and Burger King, where they offer app exclusive deals so that people return to the app, creating returning customers.
Our choice to keep our artefact be based from a physical item (a physical card), comes from the personal connection that someone has when they can link something physical to an experience. For example, the reason people connect better in a face to face meeting rather than digital and the reason why most prefer to read solid books rather than eBooks. It also stems from the customs that surround the handling of a business card in various countries such as Japan. (Durham, 2019).
In a saturated world where every businessperson and their business are fighting for their opportunity to stand out of the crowd, ARven aims to provide a unique experience that will set their business or loyalty card apart from others. Adopting the AIDA model (Awareness, Interest, Desire, Action) our designs aim to provide value to our client’s brand. (Business Case Studies.)
Context:
Marketing is the basis of every business, extending out in many various ways, drawing in customers with different strategies. With the paradigm shift of marketing becoming a social engineering tool, driven with the advancement of technology pushing audiences online while pushing from ‘hard’ techniques towards ‘soft’ ones. (Lies, 2019).
With the world of marketing become more saturated, it takes more and more to be noticed. The world of augmented reality is a growing one with many areas using AR in new and exciting ways. There have been some amazing uses of AR in the marketing world such as Disney’s AR colouring book (Buckler, 2018), but we feel like ARven has the potential to become a more personal and unique to each brand, person and business, emulating the traditional feeling of a business card while opening a world of potential within a small physical artefact. As marketing grows and evolves, its strategies change with it, and with the move from outbound marketing into inbound marketing (being four times more likely to cite success (Parmelee, 2018)), opportunity has opened up to where we are able to integrate an outbound method with inbound methods to develop a product that could influence the evolution of business cards.
In relation to the market, at the time being, ARven sits in the field with other applications and platforms such as Linkedin’s Cardmunch in terms of dealing with business cards, although the aim of Cardmunch was to digitalise the information on the business cards therefore rendering the business card itself redundant after digitalised. ARvens aim is not to make the business card itself redundant but to give more value to the way we interact with these cards.
ARven sits in with other apps such as SnapCard which specialises in augmented reality within business media through what they are calling SnapCodes. This proves to be similar to what ARven intends to achieve although their focus is aimed more towards the digital with less attention pulled towards the physical. SnapCard can create business cards as well but they use a single format of a SnapCode which I feel limits the personal touch of a business card and limits how much a brand can express themselves through the physical. ARven aims to design unique designs for our clients which we feel will set us apart from SnapCard as well as our focus on keeping the importance on physical aspects of an exchange as well.
A platform that has the potential to become a massive player in the world of AR business and loyalty cards is Snapchat. Snapchat is probably the largest influencer in terms of augmented reality in the industry today (Saleem, 2019). At the moment they do not specialize in the same field as ARven but with the development of their ‘Lens Studio’ where creators can develop their own environments tailored for snapchat, Snapchat has become an AR platform that is limited by the imagination of its users.
Common questions that arose when addressing the public included;
Will the app house my loyalty card information, such as my progress in the loyalty program? Why don’t we just use QR codes and Why do we still have the physical card?
In relation to the housing card information, we do have plans to incorporate that into the design in the future. This would be most relevant within our loyalty card designs and would involve incorporating a user-based system into ARven and design a new UI and UX to display the information. Doing this would also give more value and incentive for businesses to use ARven because it will become a more fleshed out loyalty program, enabling access to customer information.
QR codes are widely used and are effective for the purposes that they have been intended for but when using it in terms of design or representing a brand, we feel that it doesn’t portray a brand effectively. As explained above, other companies have variations of a QR code to bring up various links and designs and as we explained, our design can provide a more indicative representation of a company.
Something that we feel is an important aspect of our project is the fact that we see that there I still a lot of value in a physical artefact. As I explained earlier there is something to be said about the connections and connotations within the interaction of handing something to someone and the ability to feel and touch something, that proves the value that we see. Although we do see that there is room to refine this aspect of our design because there also many benefits to removing the physical such as issues that retain to waste but we find it important that we express our stance on the issue and hold strong to it.
ARven has the long-term goal of expanding into a shared open platform where other creators can hold their designs. This will set us apart from other platforms while also being a way to encourage the use of AR and help the platform grow through a community. This is achievable but we are limited by how fast and efficiently we can grow the platform. Growth will require us to continually recruit new clients and then develop their unique designs at a rate in which we can sustain. To ease this limitation, we would have to bring aboard a larger team than only two but even that would run into its own sustainability problems due to budgets. At the moment ARven is only on android but we are aiming on bringing it to IOS systems as well. Another limitation is making sure that ARven follows the AIDA model because stats show that although the general public’s app usage is at an all-time high, they are not downloading apps and there is a barrier threshold to overcome where the platform/app provides more value to not only gain an audience but to keep an audience. (Knight, 2019).
Overall ARven has been a pleasure to work on as a team, the work for semester 1 was split into Shane providing research, context, concept and reasoning with Austin controlling the production of the artefact. This worked for this semester but moving forward Shane will have to move more into the production side as we build the platform. Still more research and user testing will have to be done to refine the concept into a stronger platform but a lot of the work going forward will be building more card designs building a database for a larger platform.
With the right interest and passion and with technology becoming more advanced, we feel that ARven is very capable of growing into the open platform that we are working towards.
References:
Buckler. L. (2018, July 5). 7 Examples that Prove How Powerful AR Is in Marketing. [Article]. Retrieved from: https://martech.zone/augmented-reality-marketing-examples/
Business Case Studies. How the role of marketing drives business forwards, A Portakabin case study. [Article]. Retrieved from: http://businesscasestudies.co.uk/portakabin/how-the-role-of-marketing-drives-business-forwards/introduction.html
CardMunch https://www.crunchbase.com/organization/cardmunch#section-overview
Durham. J. (2019, April 9). Business Card Etiquette in Various Countries. Worketiquette.co.uk. [Article]. Retrieved from: http://www.worketiquette.co.uk/business-card-etiquette-in-various-countries.html
Jackson. A. (2019, February 13). 8 Reasons Why Business Cards Are Still Important. Designhill. [Article]. Retrieved from: https://www.designhill.com/design-blog/reasons-why-business-cards-are-still-important/
Knight. A. (2019, March 31). The Data Behind Why Apps Fail. [Essay]. Retrieved from: https://austinknight.com/writing/the-data-behind-why-apps-fail
Lies. J. (2019). Marketing Intelligence and Big Data: Digital Marketing Techniques on their Way to Becoming Social Engineering Techniques in Marketing. International Journal of Interactive Multimedia and Artificial Intelligence, (5), 134. Retrieved from: https://doi-org.ezproxy.aut.ac.nz/10.9781/ijimai.2019.05.002
Parmelee. A. (2018, January 5). The Effective Marketing Strategies You Need to Know for 2019. iMPACT. [Article]. Retrieved from: https://www.impactbnd.com/blog/the-effective-marketing-strategies-you-need-to-know-for-2018
Saleem. S. (2019, March 8). Augmented Reality Marketing - Ecommerce Future is here! Cloudways.com. https://www.cloudways.com/blog/augmented-reality-in-marketing/
SnapCard https://www.snapcard.id/en/
Valeanu. A. (2015, June 3). 20 Free and Premium Loyalty Card Templates Design. Designmodo. [Article]. Retrieved from: https://designmodo.com/loyalty-cards/













