“Augmented reality” (well, sort of): How not to use techology in advertising

Got this email from Boucheron today (very high end fine jewelry, for those of you not familiar with them), titled “Enjoy a unique experience with augmented reality‏“.

It sends you to the website, where you can “try on” the jewelry using your web cam and a paper ring or watch you download, print out, cut out and then “wear”. When you hold your arm up to the web cam field of view, it superimposes the jewelry on the screen so you appear to be wearing it.

It’s klutzy (how many steps does it take again??), and an incorrect usage of the term “augmented reality”, but at least they are trying to be creative about how to make a user experience where a consumer can actually interact with their products (OK, that’s me attempting to be positive).

I know first hand that jewelry is a tough sell (I also own a jewelry brand); it’s an emotional product, and very difficult to sell without actually being able to try on the product. I’m guessing this is where their impetus to create a way to “try on” the jewelry is coming from.

But to be honest, it strikes me as very “web 1.0”. I mean, print out paper template, find scissors, cut out template, find tape (lordy I’m bored already), have working web cam…you get my point. My guess is that this won’t actually be a very useful tool for selling Boucheron (and we’re talking EXPENSIVE!) jewelry here.

It’s really just a sad, half step towards appropriating some of that wonderful virtual world technology…how come it hasn’t taken off in more commercial applications yet?

But the saddest part is, they undoubtedly spent a lot of money making this work, and when it is unsuccessful (if they’ve defined “success” at all) they will blame the medium and probably say to themselves “See? I told you the internet isn’t the right way to sell high end jewelry.

I applaud their willingness / effort – really I do. But am wondering why they decided to spend this much money on a microsite/app (a destination one at that, meaning you have to go the website to use it) for a product that by sheer price point, let alone category, is a highly niched product. You’re shooting a very wide range of bullets in the hope that one of them will hit something, so to speak. Can’t help but thinking there would have been a more targeted, effective way to spend that money.

Blurring the line (channeling Neo): Virtual relationships

This is fascinating: www.psfk.com/2010/09/japanese-men-enjoying-their-holidays-with-virtual-girlfriends.html

Japanese Men Enjoying Their Resort Holidays With Virtual Girlfriends

Yes, you read that correctly: There’s a hotel in Japan catering to men and not real women.

“Japan’s resort town of Atami held an interesting yet unusual promotional campaign last month to draw in tourists-customized packages for Japanese men who come with their virtual girlfriends.

These girlfriends are videogame characters from the hit dating-simulation game LovePlus+ and cater to men who are lonely and miss having a girl by their side. Users carry their girlfriends in a game device that recreates the actual experience of a romance and relationship.”

Increasingly people seem to be blurring the line between the virtual and “real”. My pet theory on this one is that people don’t have the patience – or bandwidth – to put effort into developing real relationships (nasty, time consuming, and impossible to control things that they are). How much more perfect than having a girlfriend (or boyfriend, or self created alien!) who does whatever you want?

And how will this trend impact on the real world? Are people going to keep retreating into their own, self created (and totally controlled) worlds at the expense of “real”? It reminds me of Solaris, that planet created by Asimov where contact between humans is distasteful and (life like – we’re getting there) robots serve every whim.

…and if you’re curious, Asimov’s Robot/Foundation Series are well worth reading – particularly, in my opinion, The Caves of Steel  and The Naked Sun.