Response to emerging technologies: Not everything that shines is gold!

While common thinking suggests emerging technologies will follow a steady path to mainstream because they offer something better than the old, that road ahead is not always linear. In fact it’s often riddled with obstacles. For marketers and investors the key is to assess what will get adopted by a number of different cohorts and ‘stick’ in a reasonable period of time. The flip side of this coin is that there may also be brewing negative attitudes and experiences, pushing against adoption. Below are some assessments on today’s buzz technologies and how consumers and marketers are reacting to them.

Streaming adds to our choices… in a good way? New research commissioned by the ARF’s LA Council to Hub Entertainment Research shows that majority of consumers enjoy a broad range of TV content through both traditional and new channels (69%). However, a small but notable portion (12%) also point out that they are overwhelmed by the amount of programming and pathways to get to good content. While use is a good metric, the negative attitudes are also important to track: If consumer attention continues to get dispersed across channels, will TV/video content consumption see a decline?

AR/VR remains niche: WARC‘s global survey of marketers shows that some of the emerging technology fields such as AR/VR will continue to remain niche.

AI continues to be of interest: Artificial intelligence (AI) remains a big focus for brands as they battle to make sense of, and then apply, the many data sources at a marketer’s disposal.

Interest in wearables and blockchain decline: The same survey notes the wave of interest in wearables and facial recognition has declined. And just 13% expect to invest in blockchain in 2020.

Seeing is Believing: How VR Can Speed Time to Market For New Products

I am fascinated by VR and related technologies that can speed up time to market. Imagine if your brainstorm sessions were more fruitful, you could demo the ideas more effectively and sell more and quickly. VR programs such as Tilt Brush, Quill, A-Painter give users the tools to illustrate and collaborate on ideas. Powerpoint – move over! These programs help convey ideas in immersive settings and allow for ideas to flourish vs. forcing things into quadrants.

Once you draw up the ideas, then you can illustrate in fine detail with 3D modeling software. My colleagues Harry Brisson and Matt Price recommended I check out Blender 3D and Autodesk, maker of Maya and 3D Studio Max. There is also Unity — an open source platform where majority of current VR/AR apps are created.

Majority of use cases for VR/AR/3D software are in entertainment (e.g., animation), education (e.g., training) and healthcare (e.g., doctors training on surgical procedures). They all underscore how we can create both efficient and higher quality storytelling/learning environments.

What if we were able to quantify how VR enabled groups to come up with more and better ideas, got agencies and clients to see eye to eye and overall just converted better? Any other ideas on which VR features or programs can be used in business?