Unlock insights in the metaverse

 Transform product, packaging, shelf and point of sale ideas into high quality 3D stimuli with the silverback company for research in the metaverse. Add Augmented Reality (AR) and Virtual Reality (VR) experiences to qual and quant studies to uncover consumer truths and make confident business decisions. Superior technology combined with System 1 behavioural data measures true human behaviour to reduce the Say-Do gap in market research.

3D stimuli in real world context

Bring your ideas to life with realistic Augmented Reality (AR) and Virtual Reality (VR) stimuli which immerse respondents in real world situations. People don’t experience your product as an image on a computer screen or navigate physical stores with mouse clicks, so why compromise product innovation and shopper research with old technology? Our in-house production team deliver an end-to-end service – irrespective of design stage – for faster, cost-efficient and accurate results.

Augmented Reality

400% more realistic than 2D screens

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Virtual Reality

91% of people feel present in the room

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Qual stimuli at quant scale

Seamlessly add realistic 3D stimuli to mobile surveys to reach quant samples worldwide. Augmented Reality (AR) places 3D products and packaging in the real world and immerses respondents in 3D shelf and point of sale shopper experiences. Our mobile technology integrates qual stimuli to quant samples irrespective of research methodology or survey software to deliver safe, secure and scalable research results.

Consumer brands

Accelerate product innovation process

Worldwide

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  • Quickly create, iterate and screen concepts during the product design stage
  • Experience multiple designs, UX/UI specs and packaging in real world context
  • Align and collaborate with stakeholders around one version of the truth
  • Save time and money validating products before building physical prototypes
  • Optimise retail positioning and brand messaging with shoppers at point of sale

Research agencies

Integrate new technology into consumer studies

Worldwide

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  • Quickly scale qualitative stimulus to quantitative consumer research samples
  • Compatible with all research methods, survey software and panel suppliers
  • Increase engagement and enjoyment with participants and respondents
  • Deliver safe and secure studies on mobile phones in people’s homes
  • Combine System 1 behavioural insight to self-report data for a complete view

Make confident business decisions

“This agile approach to consumer research, backed up with behavioural data, delivers the confidence to make big strategic decisions.”

Coca-Cola

“Combining virtual stimulus with behavioural data confirmed our hypotheses and changed investment into the shopping environment to drive category growth.”

Mondelēz International

Logos of Coca Cola, Philadelphia, Cadburys and more
Logos of Coca Cola, Philadelphia, Cadburys and more

Behavioural science insights

Advanced technology analyses real-time behaviour in the metaverse to accurately predict and diagnose consumer choices with realistic stimuli. The uncomfortable truth is consumers don’t do what they say so we’re passionate about reducing the Say-Do gap in consumer research. Observational (rather than just reported) data on intuitive System 1 behaviour measures how people behave, why they make choices and which new product ideas and retail concepts they love in real world context.

Behavioural data

Based on real-time observed behaviour

Heatmap

Case studies

System 1 insights

Behavioural data to reduce the Say-Do gap

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Consumer research benefits

You’ve tried other ‘virtual’ solutions and you’re wondering why ours is better? AR products are over 400% more realistic because they look real in the physical world and respond in the same way a real product would e.g. place coffee machine on kitchen counter, walk around it, explore features and prepare a drink. VR stores make you feel present in a real shopping situation and you behave naturally e.g. look around aisle with the same distractions as the real world. Put simply, measuring real behaviour using the metaverse more accurately represents real consumer purchase decisions.

AR VR comparison grid

Virtual simulations on computers

Images rendered onto digital files

AR and VR on an iPhone
VR supermarket on desktop computer
product planogram on desktop computer

Mobile experiences in real world context

Desktop interactions within simulated scenes

Desktop images and videos without context

3D object icon
3D object on computer icon
2D products on computer icon

AR products look real in the physical world

Product representations on computer screen

Static product images on computer screen

VR viewer icon
products on computer icon
product image and video on computer icon

VR stores immerse people in realistic environments

Virtual stores show people computer representation

Images and videos seen by people on computers

360°

90°

90°

Natural view around product and real world environment

View product and store through computer screen

View product and store through computer screen

6.8

2.8

1.3

Sense of presence factor with products ‘in the room’

Sense of presence factor with products on interactive screen

Sense of presence factor with products on static screen

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mouse icon

Human interface with real world behaviour

Computer interface with desktop behaviour

Computer interface with limited behaviour

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Behavioural data based on real human experiences

Measurement data from interaction with computer

Limited data or feedback from static images or videos

The clue is in the name

Gorilla in the room means “a problem or difficult issue that is very obvious, but is ignored for the convenience or comfort of those involved”. Our specialism in the metaverse transforms the product development process and tackles fundamental flaws with consumer research so our customers make better decisions. AR and VR technology with advanced behavioural data insights is at your fingertips. It’s great to have you along for the journey so feel free to get in touch if our news, insights and case studies prompt a question.

Products

 

AR products

VR stores 

Behavioural data

CORTEXR

 

 

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