Crossing the Chasm – Virtual Reality Launch Strategies for Mass Adoption
This is an article about the First Time User Experience (FTUE) for virtual reality headset users, managing the expectation levels of these users and ultimately how companies developing virtual reality headsets and platforms need to carefully plan for mass consumer adoption in order to get it right first time.
The State of the Market
The Virtual Reality market is at a critical stage in its evolution. 2014 has been a very big year for VR with several companies (large and small) announcing upcoming VR headsets. Coupled to this, the number of games being developed for VR is now well over 100 with developers ranging from AAA studios right down to enthusiasts creating content at home. Closing the loop, we’re now also seeing the ecosystem include companies developing input systems for hand gestures and full body VR control.
But just because this sector is seeing multi-million dollar investments flowing in to it doesn’t necessarily mean this market will be successful. This is because there’s one person yet to be invited to this party – the consumer.
Adoption Curves and Hype Cycles
Let’s start by determining ‘where we’re at’ in terms of market development. Shown below is the Technology Adoption Curve and the Gartner Hype Cycle – two visualisation tools used to demonstrate the various stages of consumer take-up of new technologies. We have indicated (the red circle) where we believe the Consumer Virtual Reality market currently sits on both curves.
Looking at the Gartner Hype Cycle first, here are the five lifecycle phases (sourced from Wikipedia): Continue reading →