Product & the Digital Revolution
I would like to make an augmented reality interior designer app. It would allow the user to virtually repaint the room they are in and see how furniture from popular sites (e.g. IKEA, Furniture Village) would look in their room. All of this would work on a three dimensional, augmented reality basis so the user would be able to see all the products proportionally so it would be clear if the furniture would actually fit in the room they are in. My app would be different to other interior design apps as it would feature integration with some of the most popular home improvement stores which would allow you to purchase items directly from the app. The target audience for my application would be males and females between the ages of 24 & 40 from the ABC1 categories of the NRS social scale. I have chosen this target audience as they will be old enough to have their own home and young enough to have a good grasp on technology so they could use the app to its full potential. They are likely to be from the ABC1 categories of the NRS social scale as this means they will have enough disposable income to be able to afford to redecorate their home with good quality products.
I would like to make an augmented reality interior designer app. It would allow the user to virtually repaint the room they are in and see how furniture from popular sites (e.g. IKEA, Furniture Village) would look in their room. All of this would work on a three dimensional, augmented reality basis so the user would be able to see all the products proportionally so it would be clear if the furniture would actually fit in the room they are in. My app would be different to other interior design apps as it would feature integration with some of the most popular home improvement stores which would allow you to purchase items directly from the app. The target audience for my application would be males and females between the ages of 24 & 40 from the ABC1 categories of the NRS social scale. I have chosen this target audience as they will be old enough to have their own home and young enough to have a good grasp on technology so they could use the app to its full potential. They are likely to be from the ABC1 categories of the NRS social scale as this means they will have enough disposable income to be able to afford to redecorate their home with good quality products.
The digital revolution has had a huge impact on the proposal for my application as without modern technologies like augmented reality, it simply would not be possible. Over the past 70 years, we have gone from watching black and white TV's and using rotary phones to being able to stream thousands of TV shows at the touch of a button and having smartphones that combine multiple products into one thanks to technological convergence. The later is one of the most important parts of my product. Apps, as we know them today, didn't really exist until the invention of the smartphone; in particular the iPhone. The first iPhone was released in 2007; it was the result of years of engineering to combine a traditional mobile phone (1973) with a digital camera (1975) a web browser (1990, Tim Berners-Lee) and a portable music player (1979, Walkman). This paved the way for the release of the App Store in 2008; without the app store, the would be no platform to distribute my product on.
Planning, Development & Digital Technology
Advances in computing performance of the 1980s and early 1990s were ultimately required for AR to emerge as an independent field of research. Throughout the 1970s and 1980s, Myron Krueger, Dan Sandin, Scott Fisher, and others had experimented with many concepts of mixing human interaction with computer-generated overlays on video for interactive art experiences. Krueger [1991], in particular, demonstrated collaborative interactive overlays of graphical annotations among participant silhouettes in his Videoplace installations around 1974.
As a smartphone or tablet is needed to experience augmented reality, the main conglomerate in this industry is Apple. Apple has produced many models of iPhones, iPads and other smart devices capable of augmented reality. Other conglomerates include Google (creators of the "Pixel" phone) and Samsung. In terms of wearable tech capable of virtual reality, the major conglomerate is Oculus VR, the creators of the Oculus Rift. Development of digital technologies have changed the way products are produced drastically, The Oculus VR company simply wouldn't exist without technology invented in the last decade.
Reasons Product Can Be Made
In terms of marketing, adverts for products like the Oculus Rift follow a futuristic theme. I believe this is done to give the product modern, futuristic connotations like the technology it incorporates. My interior design AR app would benefit most from above the line advertising methods (e.g. billboards, tv ads) as it doesn't have a specific target market. People for whom interior design is a profession would obviously use the app more, but everyone needs to redecorate a room at some point so the app could be used by anyone. Sponsorships for my interior design AR app could include national/international furniture stores like Ikea, Furniture Village and Oak Furniture Land. Companies like B&Q and Dunelm Mill could also sponsor the app.
Technological convergence has had an impact on the way I would plan this product. Software such as OneHub (www.onehub.com) could be used to share ideas and work simultaneously. This links to Marshal McLuhan's global village theory; this stated that thanks to converging technologies, people from around the world could work together on the same project as if they all lived in the same village. This programme could also be used for sharing plans as well as Huddle (www.huddle.com).
Large corporations evolved to meet the changes required of converging media markets by creating "black box devices". A black box device is essentially a piece of technology that can perform more than one function, such as an iPhone. Before the iPhone: music players, cameras, cell phones, calculators and gaming devices were all on their own separate platforms. The iPhone allows all these things to be accessed on one device.
Reasons Product Can Be Made
In terms of marketing, adverts for products like the Oculus Rift follow a futuristic theme. I believe this is done to give the product modern, futuristic connotations like the technology it incorporates. My interior design AR app would benefit most from above the line advertising methods (e.g. billboards, tv ads) as it doesn't have a specific target market. People for whom interior design is a profession would obviously use the app more, but everyone needs to redecorate a room at some point so the app could be used by anyone. Sponsorships for my interior design AR app could include national/international furniture stores like Ikea, Furniture Village and Oak Furniture Land. Companies like B&Q and Dunelm Mill could also sponsor the app.
Technological convergence has had an impact on the way I would plan this product. Software such as OneHub (www.onehub.com) could be used to share ideas and work simultaneously. This links to Marshal McLuhan's global village theory; this stated that thanks to converging technologies, people from around the world could work together on the same project as if they all lived in the same village. This programme could also be used for sharing plans as well as Huddle (www.huddle.com).
Large corporations evolved to meet the changes required of converging media markets by creating "black box devices". A black box device is essentially a piece of technology that can perform more than one function, such as an iPhone. Before the iPhone: music players, cameras, cell phones, calculators and gaming devices were all on their own separate platforms. The iPhone allows all these things to be accessed on one device.
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