Virtual Reality
In this VR Market Research Case Study, we will take a look at Rexee – our project we created with FFIND s.r.l which is the first-ever Market Research Platform in VR. So, let’s dive in to learn how we brought Virtual Reality to Market Research.
Key Takeaways
This VR app is the world’s first VR market research platform.
The platform allows companies to conduct shelf tests, surveys and focus groups, product tests and much more, all in VR.
The platform has received high praise from the market research industry for its innovative potential winning the best exhibitor award at the 2024 ESOMAR Congress - the most prestigious event in market research.
Rexee was nominated by the AIXR awards for the best Enterprise VR solution, emphasizing the quality of our VR development team.
We are continuously updating the VR market research platform and creating the best experience for users and market research companies.
Background
We started working with FFIND in early 2023. From the beginning, both Takeaway Reality and FFIND knew that we were embarking on a major challenge. No one has ever comprehensively combined market research with virtual reality (VR) or Augmented Reality (AR). This meant that we were supposed to create another application that is the first in the world.
The entire Takeaway Reality team was incredibly excited about this prospect because creating world’s first’s is where we really shine. Being able to go into the unknown and unlock value for our clients and the industry at large is always a major motivator for us. If you want to check out another project where we also created a “world’s-first” VR app, check out our case study for Kois Center VR. The challenge that creating a comprehensive VR platform for market research posed was that there were no previous code libraries or knowledge that we could pull from the web, or any experts that could help us better understand this.
We needed to “figure it out” on our own. This can sometimes seem very frightening to clients. However, we were extremely lucky to have partnered with FFIND. FFIND has been a leader in the CATI area of market research for years, especially in the EU area and their team has from the very beginning shown that it understands how monumental the challenge we are working towards is. FFIND also has a history of innovation in the industry, having worked on introducing various voice assistant technologies to the industry, as well as leading the way in using technology to optimize their CATI processes.
As for any project, we believe that a good set-up and scoping is key to producing top-quality results. Just like in life, preparation is half the job! This is why we focused on a comprehensive scoping and design phase where our designers and expert VR consultants collaboratively worked with the FFIND executive team to create a plan which would result in not only the highest quality VR platform in market research, but also optimizing the development process so that we can consistently update the platform with useable products which can be easily understood and used by survey respondents.
We used design-thinking workshops to understand what our final vision for this product is. After this, we progressed to high-level strategic planning, understanding where we want to get to and the timelines that would be necessary to get to that point.
After we clearly outlined what our final platform should contain, we broke it down into smaller products which we intended to ship one after the other. In this way, we would not need to wait for the entire vision to be complete in order to start offering our market research services in VR, but could do it through a series of smaller, more agile products.
This incremental approach proved very useful later on as having multiple products and use cases turned out to be great for diversification of risk as well as a really good way to enter the market.
The entire plan consisted of 4 major modules, which would all be able to exist as separate products. These were:
Market research panel with quantitative questions. This module allows people from all over the world to answer quantitative market research surveys, and all they need is a VR headset.
Conducting market research in a single physical location. With this module, we are able to conduct market research surveys in locations such as supermarkets and trade shows. This has become a very popular use case as it allows various retailers and companies entertain their customers or attendees by giving them access to beautifully crafted and branded VR environments, while also giving them very useful data from market research surveys.
Qualitative interviews and focus groups. This module allows us to conduct focus groups, product showcases and a variety of qualitative market research in VR. We are able to show participants 3D models, videos or images, have them participate in discussions and select various items from shelves or next to each other. All of this in a multiplayer VR environment, while interacting with other users.
Adding the ability for shelf tests to be conducted in Virtual Reality. Traditional shelf tests are incredibly expensive to create, as they require an entire shopping center to be outfitted with products and then a participant needs to be flown into the physical location to conduct a shelf test. Doing this in virtual reality is much more cost efficient, as well as allowing for more data such as tracking the decision-making process and allowing us to “freeze time” during the shelf test.
Custom admin portal – We created an admin panel where participants and interviewers can easily program and attend surveys, qualitative sessions and structure shelf tests.
To create all of this, we needed a continuous relationship that is still ongoing and has lasted since June 2023.
Project
Project Set-up
In order to create the world’s first platform for VR in market research we needed both the market research expertise from FFIND and the technical expertise coming from Takeaway Reality. In order to best utilize both of these, we created cross-functional teams consisting of both companies and entered into a partnership agreement. The integration of our teams showed true dedication from both sides. For example, FFIND appointed Mario Ramic, the CEO of Takeaway Reality as the R&D director to oversee this project.
With these cross functional teams, we were able to create a proof of concept for the quantitative panel in a record time. In only 3 months, we created a fully functioning panel which allowed for the answering of quantitative surveys using VR. During the next few months, we polished this module and were able to release our in-location market research product within the first 6 months of us starting the project.
After this, we embarked on a branding exercise, where our brand – Rexee was born! Rexee was created to capture the young and innovative spirit of our users, the early adopters of VR technology.
During the branding process, we also finalized all the features necessary to create the first VR market research panel. Once we had all the functionalities, and the branding done, we had everything ready to start the publishing process on the Meta Quest Store.
Technologies and Publishing
We used a range of innovative technologies while developing Rexee. As it is the world’s first VR market research platform, we needed to use some of the latest technologies to match the needs of the market research industry with the design principles of creating great user experiences in virtual reality.
The application itself was developed on the Unity game engine, which is the most robust solution for creating VR software. The application also has a back-end system that connects the app to existing market research systems used by the industry to create surveys, which greatly increases the flexibility of deployment of our service.
Within the app, we have enabled the use of Augmented Reality, allowing users to complete surveys within the comfort of their own home. The Meta Quest 3 is perfect for mixed reality and this allowed us to create a unique experience for our users.
We have also enabled hand tracking and optimized the entire app to work with hand tracking. This has proven to be a “game changer” as we have received an incredible amount of positive feedback from our users during testing.
Additionally, we implemented AI voice recognition, to allow users to easily answer open-ended questions and to make it easier for interviewers to transcribe the contents of the qualitative sessions.
In addition to all of this, we implemented a reward system, where users can earn incentive points in VR, which allow them to buy virtual objects.
What we are extremely proud of is that our efforts have been recognized by Meta and we managed to pass their rigorous standards to publish the app on the Meta Quest Store. We have not just created this app, but have also published it. The app is available for the Meta Quest 2, Meta Quest 3, Meta Quest Pro and all future Meta Quest devices
Results
As mentioned, the VR market research app is constantly being updated and it is an ongoing process. We have just recently published the panel module of the app live. So far, the results are very good, we have quite a high return rate and high interest from the public.
We have also been recognized by some major institutions within the market research industry, for example, ESOMAR recognized our work and partnered with us to create the Machine Room concept for their Athens conference in September of 2024. The ESOMAR Congress is the most prestigious event in the market research industry and we have won the 2024 best exhibitor award at the ESOMAR Congress.
Another major accolade is that the app has been recognized by one of the most prestigious awards in the AR/VR community, the AIXR awards. We have been nominated for the best enterprise VR solution of 2024 award alongside Lenovo, HTC, and other major companies.
The technical achievement that Takeaway Reality and FFIND have managed to achieve in creating a first-ever hub for market research in VR is an impressive achievement by itself, and we are not stopping there, as our collaboration continues, we aim to revolutionize the industry with VR market research.
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