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    Service

    Augmented reality marketing

    We build augmented reality experiences that people open with their phone camera, with no app to download. That can mean trying on a product, watching packaging come to life or placing something in their own living room.

    What's included.

    • concept and format choice
    • review of product and packaging assets
    • 3D model creation or optimization
    • web-based AR build, or social AR effects
    • QR code and link entry points
    • fallback for unsupported phones
    • camera permission and consent flows
    • device and browser testing
    • tracking and reporting setup
    • documentation and handover

    What augmented reality marketing is.

    Augmented reality, or AR, places digital content over the live view from a phone camera. Augmented reality marketing uses that to show a product or a brand idea in the person's own surroundings. Virtual reality is different, because it replaces the surroundings entirely and usually calls for a headset. AR only needs a phone.

    Marketing AR tends to come in three broad types. Face and body tracking lets someone see a product on themselves, as with glasses, makeup or a hat. Image tracking recognizes a printed surface, such as a label, a poster or a box, and animates content on top of it. Surface tracking places a 3D object on the floor or a table, so someone can see a piece of furniture in their room or walk around a character.

    When AR makes sense.

    AR earns its cost when seeing something in place answers a real question, such as how a pair of glasses will look or whether a sofa suits the room. It also works when there's a physical object to start from, such as packaging, a store display or an event, since the object tells people to point their phone at it.

    It's a harder case when nothing about the product benefits from being seen in 3D, when the audience is rarely going to hold up a phone in that moment, or when the campaign has no clear way to get people into the experience. If a good video would make the same point, we'd suggest the video.

    AR with no app download.

    Installing an app is a lot to ask for a marketing experience. Web-based AR avoids that step by running in the phone's browser. Someone scans a QR code or taps a link, gives the browser permission to use the camera, and the experience starts.

    That approach has trade-offs. Browser AR is generally lighter than what a dedicated app can do, and how it behaves varies across phones and browsers, so we test on the devices your audience actually uses. AR effects on social platforms are another route, with their own tools, review processes and rules, and support for them changes over time. We confirm what's available for your plan in the scope.

    Try-ons, packaging and worlds.

    Each type of experience brings its own work. A try-on depends on the quality of the 3D models and how closely they match the real product, so color and fit need to be reviewed against the actual item. We'd present a try-on as a way to see the look, since it isn't a guarantee of size or exact shade unless it has been tested for that.

    Packaging experiences need artwork the camera can recognize reliably. We prefer to test the artwork early and on real printed samples, ideally before the print run is locked.

    Experiences placed in a room need 3D assets small enough to load quickly on a phone and clear enough to work in ordinary home lighting.

    Camera access and privacy.

    AR depends on the camera, so people need a clear reason to allow access. We explain what's happening on the screen before the browser asks, and we provide a fallback, such as a 3D viewer or a video, for anyone who declines or whose phone can't run it.

    We decide with you whether any images or video leave the device, and we prefer designs that don't need them to. Face tracking deserves particular care, because rules on biometric information exist in some places and vary by market. Those questions go to your qualified reviewer before launch, along with any consent wording.

    How it works.

    1. 01

      Define the moment

      We agree on where people will be when they open it, what they'll see and what they should do next.

    2. 02

      Check the assets

      We review your 3D files, packaging art and product details, and we work out what needs to be made.

    3. 03

      Prototype on a phone

      We build a rough version early and try it in the conditions where it'll be used, including poor lighting and printed samples.

    4. 04

      Build and review

      We finish the experience, add the entry points and the fallback, and connect the tracking. Your team reviews how the product looks, and your qualified reviewer checks privacy questions.

    5. 05

      Launch and improve

      We test across phones and browsers, then launch through the agreed codes, links and ads. Afterward we look at where people dropped out and adjust what we can.

    How we measure AR.

    We track each step, because AR has more places to lose people than a normal page. That includes how many people arrived from each code or link, how many allowed the camera, how many got the experience running, how long they stayed and how many took the next step.

    Camera permission and load time are the first numbers we look at, since a problem there hides everything else. We then connect the experience to the outcome you chose, such as a product page visit, a store lookup or a purchase, wherever your tracking and consent settings allow it.

    How we price it.

    We scope the build in hours and confirm the applicable engineering rate before work starts. Strategy and advisory are CAD $175/h. Hosting, AI usage, software subscriptions, creative production and ad budgets are identified separately, because some of them can continue after launch.

    We agree on the deliverables and review points in advance, and your team receives the agreed code, accounts and documentation. If new work appears, we discuss the hours before expanding the scope.

    Questions before we start.

    What is an example of augmented reality marketing?

    Common examples include trying on glasses or makeup through a phone camera, scanning a label to see it animate and placing a piece of furniture in a room to check how it looks.

    Do people need an app to use AR?

    Usually not. Web-based AR runs in the phone's browser after someone scans a code or taps a link. They do have to allow camera access.

    How much does AR marketing cost?

    It depends on the type of experience, how many products are involved and whether 3D models already exist. We'll scope it after looking at your assets.

    Does web AR work on both iPhone and Android?

    It can, but behavior varies by phone and browser. We test on the devices your audience uses and provide a fallback for those that can't run it.

    What should we ask an AR marketing agency?

    Ask how they test on real phones, what happens when someone can't run the experience, who owns the code and 3D files afterward and what ongoing hosting will cost.

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