Augmented Reality For Marketing: An Iab Playbook
Augmented Reality For Marketing: An Iab Playbook
AN IAB PLAYBOOK
Usage of Augmented Reality (AR) has been steadily rising as an entertainment, gaming and advertising
platform over the last several years. The introduction of wearable AR lenses in 2014, followed by
the massive success of Pokémon Go in 2016, rocketed AR into the mainstream, opening the door for
broader adoption across other areas particularly marketing. With 1 billion expected users by 2020,
and an expected $2.6 billion in ad spend by 2022, consumers are clearly showing an appetite for the
unique type of experiences AR offers, creating new opportunities for brands to tell their stories in a fresh,
engaging, and creative growing format.
The IAB Augmented Reality for Marketing Playbook provides the advertising ecosystem with a
framework for considering and exploring the burgeoning opportunities in AR. It is intended to educate
brands and marketers on the value and benefits of this nascent marketing channel, and it includes
definitions and key terms, growth drivers, use cases, practical advice on implementation
and measurement.
June 2019
TABLE OF CONTENTS
Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
• What is Augmented Reality? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
• The Difference Between Augmented Reality and Virtual Reality . . . . . . . . . . . . . . . . . . . . . . . . . 5
• Key Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
• Technologies that Enable AR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Measurement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Commercial applications of augmented reality have been growing for some time now. Since at least
the late 1990s, when the NFL cast the first yellow line marker overlay on TV, consumer appetite for this
type of perceptual enhancement has risen rapidly. The smartphone era opened the door to new and
creative uses for AR, and significant investments in both AR-related hardware and software solutions
has opened the door for new forms of storytelling, drawing the interest of marketers.
Given that AR for advertising is still very much in its infancy, the IAB Augmented Reality for Marketing
working group was formed in order to define for marketers and their agencies actionable best
practices, guidance, and inspiration on activating this nascent channel.
The working group was led by Julian Soler, Director, Mobile Marketing Center of Excellence at IAB
with co-chairs from Snap, Inc., Verizon Media, Meredith Digital and Unity Technologies.
JEFFREY MEZA THE NEW YORK TIMES COMPANY CLAY WEBSTER VIVOOM, INC.
WebAR
Enables a consumer to load AR experiences directly from the web onto their browser. WebAR
minimizes friction that a consumer may experience when trying to view AR content.
Head-mounted Display
A device with clear glasses or goggles that attaches to a user’s head and shows virtual images
projected on, or in, the real world; i.e. Google Glass, Spectacles by Snap.
Mixed Reality
Mixed reality is a blending of elements of both virtual and augmented reality. It encompasses both VR
and AR within a broader spectrum called the "Reality-Virtuality Continuum," and attempts to combine
elements of the real and virtual worlds in to environments where physical and digital objects can live
together and interact with each other in real-time.
First-party AR Ad Delivery
A branded AR experience that is delivered through a brand's proprietary app.
Third-party AR Ad Delivery
A branded AR ad experience that is delivered by an entity outside of the brand's proprietary app,
such as social media platforms, gaming platforms, advertising networks/platforms, and 3D rendering
engines/platforms.
3D Model
A mathematical model of an object rendered in three dimensions. It can be turned and viewed from
many angles. If a jpeg image is like a painting, a 3D model is a sculpture.
Computer Vision
Term used for the field of science and technology that enables computers to capture, identify and
process images the way a human eye does.
Improvements in computer vision are key to the democratization of AR. Smartphones today have the
ability to detect surfaces, objects and people with great accuracy. Advancements in phase detection
(which allow for better auto-focusing of moving objects), and more and bigger megapixels are
Markers
A type of AR experience that uses a specific “marker in the real world, such as a QR code or an AI
learned concept (recognized object) like a ‘dog’ to trigger the display of AR content.”*
* Source: IAB New Standard Ad Unit Portfolio, page 34
It does require a predetermined image, pattern, or physical object that the camera recognizes using
image recognition software to launch the AR experience. For example, a consumer could point their
device camera at a fast food logo and have one experience, then point their camera in the same app
at a retail store logo and experience different AR content. The unique and distinct appearance of each
logo is recognized, triggering different experiences.
Markerless
Markerless AR technology is used to recognize patterns or features in an environment that were
not previously provided to the application, enabling, for instance, a consumer to scan a real-world
environment like a tabletop or a room in their apartment using their smartphone camera and virtually
place a product there to see how it would look.
ARKit
Apple's augmented reality developer platform for iOS devices. Launched in 2017, ARKit empowers
developers to leverage camera and sensor data to map digital objects in 3D space. "ARKit combines
device motion tracking, camera scene capture, advanced scene processing, and display conveniences
to simplify the task of building an AR experience."**
** Source: ARKit | Apple Developer Documentation
ARCore
Google's augmented reality developer SDK. Released in 2018, ARCore enables developers to build
Android and iOS apps that can "understand your environment and place objects and information
in it."*** "The key technologies ARCore uses to accomplish this are motion tracking, environmental
understanding and light estimation."****
*** Source: Google Blog
**** Source: Google Developers ARCore Overview
"It consists of this pair of spectacles. While you wear them every one you meet
will be marked upon the forehead with a letter indicating his or her character."
Versions of AR have continued to appear in novels, films and television driving increased awareness of
AR and sparking the imagination to its possibilities.
For example, in 2016, Taco Bell's Shell Lens for Cinco de Mayo
was shared by millions of Snapchatters and viewed over 224
million times on the day it launched. By 2018, on average, over
70% of Snap users had played with or viewed an augmented
reality Lens every day, and over 300,000 Lenses had been
created by Snap's community through Lens Studio, and those
Lenses were viewed over 35 billion times.*
*Source: Snap Fourth Quarter and Full Year 2018 Financial Results
"Augmented Reality" was coined 1990 by Tom Caudell and David Mizzell, two Boeing
researchers who used it to describe industrial uses of AR in the assembly of aircraft parts.*
Source: Vox
Increased investment in development platforms by technology companies in the years following has
made it easier to rapidly create AR experiences. Early pioneers paved the way for development of AR
applications across games, industrial and commercial uses.
Through its Unreal Unity is the creator of Founded in 2008, and A leader in mobile AR
Engine, Epic Games the world's most widely acquired by PTC in 2015, technology, the Wikitude
offers a "complete suite used real-time 3D Vuforia is widely known SDK provides cross-
of creation tools designed development platform, as the industry leader platform development
to meet ambitious artistic giving developers around in industrial augmented tools for over 20,000
visions while being the world the tools to reality... With 600K+ apps globally. Wikitude
flexible enough to ensure create rich, interactive registered developers launched the world’s
success for team of all 2D, 3D, VR & AR and hundreds of leading first mobile AR App, the
sizes." In 2017, they experiences. Over 60% global enterprise Wikitude World Browser
launched "Project Raven," of all Augmented Reality/ customers across 30+ App in 2008.
an AR/VR/MR solution. Virtual Reality and over verticals.
50% of mobile games are
Source: https://www. built on Unity's platform.
unrealengine.com/en-US/what- Source: https://www.ptc.com/
is-unreal-engine-4 en/products/augmented-reality
Numerous companies have sprouted up further driving investment into AR, among them Spark, Roar,
Glimpse Group, BlippAR, Microsoft HoloLens, Oculus and Magic Leap.
n Lens Spark
ARKit Sumeria ARCore io
Studio AR Stud
June 2017 November 2017 December 2017 February 2018 October 2018
"ARKit combines Amazon Sumerian is Snap's Lens Studio "ARCore is Google's Originally launched
device motion tracking, an AWS service that is made available to platform for building as the Camera Effects
camera scene capture, lets you create and run the public. It allows augmented reality Platform in 2017, it
advanced scene 3D, Augmented Reality users to create their experiences. Using was rebranded as
processing, and (AR) and Virtual Reality own Snapchat Lenses different APIs, ARCore AR Spark Studio and
display conveniences (VR) applications. You on Windows and enables your phone to extended to Messenger
to simplify the task can build immersive MacOS computers. sense its environment, in 2018. Closed Beta
of building an AR and interactive AR or Import custom art or understand the world for Instagram coming
experience. You can VR scenes that can be use templates to bring and interact with in 2019. Spark AR
use these technologies deployed to any device creations "to life with information. Some of allows users to create
to create many kinds of with a browser. movements, animations the APIs are available custom or templatized
AR experiences using and interactive across Android AR effects and share
either the back camera triggers." Share with and iOS to enable them across Facebook,
or front camera of an anyone on Snap. sharedAR experiences." Messenger and
iOS device." Instagram.
The mobile device clearly lends itself to a number of different types of AR experiences.
Source: Yahoo
Marker
A device's camera recognizes a marker or real-world object/surrounding which triggers the AR
experience. Recognition- (or marker-) based augmented reality uses a camera to identify visual markers
or objects to showcase an overlay only when the marker is sensed by the device. When added to
advertising creative, marker-based AR prompts a deeper level of engagement with consumers.
Object Recognition
Consumers hover app camera at an object to trigger
for recognition.
Image Recognition
Hover app over image to trigger recognition.
Smart Code
Hover camera over QR code on printed page or product to trigger for recognition.
Source: Ikea
Universal teamed up with game publisher Ludia to create "Jurassic World Alive," where
players encounter and collect a variety of dinosaurs while exploring their own neighborhoods
and cities and discover rare and awe-inspiring creatures featured in the franchise films.
Rovio released "Angry Birds AR: Isle of Pigs" in March 2019 which provides fans with an
up close look into a remote vacation spot for the iconic game's characters. Viewing the
3D levels through an iPhone or iPad, players can walk 360-degrees around levels to find
weaknesses and hidden items and, when they are ready, line up the perfect shot with
intuitive onscreen controls: walking in close to get precise, or stepping back to gain a
better view of the destruction.
Some top game publishers have explored using AR as a feature that enhances the experience, rather
than as core gameplay.
RETAIL
Still largely driven within first-party branded apps, though some retail examples have been
demonstrated in ad units. Furniture and home goods are the most prevalent use case today, however, a
growing number of apps enable consumers to try on products via AR (e.g., face makeup, glasses) and
then make a purchase directly from the app.
Additional verticals remain limited by the mobile AR technologies currently available. For example,
highly accurate and detailed 3D body tracking have yet to be developed which would allow people to
try on clothes virtually. Progress is being made and further innovation will broaden the opportunities for
AR-enabled e-commerce.
Amazon AR View is an in-app tool that helps consumers view products virtually in their homes before
making a purchase. Consumers can use AR View to place objects on any surface, like a countertop or
floor, and then move or rotate the object within their environment. This type of preview demonstrates
the product's physical size, in addition to the style fit as compared to other objects in the space.
The Wanna Kicks app allows consumers to virtually try on sneakers, giving them the option to redirect
to Amazon to purchase them at any time along the journey.
AD UNITS
BMW's AR Trial Lens let Snapchatters take out the X2 for a ride, right from their phones.
They could also see it in their driveway, in a garage, or on the street and change the car's
color. The Lens saw an average of 54 seconds of playtime.
In-App/In-Game Ad Units
Unity Technologies powers an in-app advertising platform that delivers video, playable and AR ad
units. Ads appear when the game player reaches the end of a game level or at other times
during game play and wishes to progress through the game. Once the ad experience is complete,
gameplay resumes.
Fossil partnered with Unity and ad agency 360i to create an AR ad campaign that allowed consumers
to try on the latest watches in AR before linking out to buy. The ad appeared in various beauty apps
and games on the Unity platform. Consumers were able to see the product come to life, change the
colors and style, and then virtually try on the product. The experience concludes with an end card and
call to action to shop/learn more about the product.
In-Feed Ad Units
Conventional in-feed ad units can be delivered that drive consumers to AR experiences on both
desktop and mobile devices.
Source: Teads
AR functionality may be integrated within an existing brand app so users can experience AR without
having to download a separate app. This allows brands to direct traffic to their primary mobile app.
If a brand has a specialized stand-alone app for AR experiences, it can be linked to from within the
primary mobile app.
PGA TOUR iOS AR app showing brand sponsorship integration on app splash page
PGA TOUR iOS AR app displaying app features and integration of live data
In conjunction with the 2018 Winter Olympics, The New Times published its
first AR feature in 2018. The article featured four AR moments in advance of
the games. Consumers scanning a room while using the New York Times iOS
app were able to interact with one of four Olympic athletes, learning more
about them.
AWARENESS-RAISING
Exciting experiences that drive buzz. AR is
interactive and highly exciting, therefore
grabbing the attention of the user and motivating
repetitive interaction.
LOCALIZED
AR uses GPS data gathered from mobile
devices, to result in localized content, navigation
and offers.
Brand Recognition As technology changes the way consumers find, engage with,
and purchase products, companies need to find innovative
ways to gain brand visibility, establish trust and authenticity. AR
provides a unique opportunity to connect with customers
in ways that traditional print, radio, and television cannot.
Brands can quickly reach a large number of consumers, in
brand-safe environments, to connect with prospective buyers,
and more easily motivate users to interact with their brands on
a repeated basis.
Conversion and Sales As people increasingly shift away from in-store shopping to
eCommerce, there is a growing need to help consumers feel
more confident in their purchase. Today, there is no way of
knowing whether an image adequately represents the product
you ultimate buy. Augmented Reality provides the opportunity to
fill that gap and increase purchase confidence.
GOALS
Like with any campaign, starting with goals and objectives is key when considering an AR activation.
AR can be used to meet traditional KPIs like time spent, awareness, engagement and sales lift, but
it also offers new and distinct metrics. See page 31 for how AR fits within both current measurement
methods and offers new metrics.
DISTRIBUTION
Where you choose to distribute the AR experience will inform activation scale, targeting, and the ability
to convert or take action within the experience. This will also help determine whether you should focus
on social platforms, your first-party app, and/or experiential activations.
Given the lack of consistent standards and formatting today, AR assets are generally not repurposable
across channels and platforms. That will likely change in the future as AR matures and scales, however,
it is essential today to thoroughly explore all options and choose that which will best meet your goals.
BUDGET
Once you have established your distribution model, you’ll have a foundation upon which to develop
budget for creative and media costs. Key considerations here are whether to engage your creative
agency or leverage existing assets in a self-serve platform, and what investments will be made in
driving awareness of the activation.
CREATIVE
Create your AR experience based on your goal and where you'll be distributing: work with external
creative agencies, learn the tools in-house with publicly available tools, work with platforms directly
to create.
ASSESSMENT
Set out clear KPIs and goals ahead of the launch that will indicate how the activation met your goal.
Assess performance based on that.
Once goals are clearly established, content creators and advertisers need to prepare themselves to
properly measure these experiences within existing measurement methods and should also prepare to
track metrics or context that might be helpful in gauging performance in this new immersive medium.
Below are a few measurement tips to consider as you start investing in augmented reality:
COST MODEL
A cost model is not a type of measurement, rather a transaction mechanism to align cost to a certain
behavior. Experience types range in AR and there are a few different cost models being tested today.
They may range from Cost-per-Million Impressions (CPM) to Cost-per-Engagement (CPE), to Cost-per-
Conversion (CPC) or even Cost-per-View (CPV) which is more common for video experiences, but is
being tested as a similar metric for viewing 3D models or lenses within your camera screen.
Buyers cannot expect that all platforms will transact in all ways, so important to be flexible to test
different models today. That said, different cost models may serve different goals. For instance, if you
have a specific sales goal, it may be effective to utilize CPC to map toward an action or sale itself.
If you are focused on mass scale, CPM may be quite effective. If you are aiming to change brand
perceptions, CPE or CPV may be most effective.
ENGAGEMENT
The simplest form of engagement in digital is an “interaction” such as a click or swipe that indicate
a specific action was taken. Similar to rich media advertising, augmented reality may employ similar
options to click or swipe within the camera screen to take an action on page or click-through to
another page.
Another metric that often helps advertisers understand user intent is Time Spent, often traditionally
associated with rich media or video advertising to understand how long users chose to engage
with the brand. Similar metrics can be tracked during engagement with AR with a few additional
advantages that will be discussed later.
BRAND IMPACT
With AR, just like other content and advertising channels, it is important to prepare your campaigns
to be measured against the ultimate brand impact you are trying to influence. Measuring changes to
Brand or Ad Awareness or Perception as a result of this immersive experience can show the impact AR
might have on a consumer over traditional means.
ENGAGEMENT EVOLVED
Although clicks and swipes may still be important in many experiences, there are ways to interact in AR
that are different. For example, some AR experiences may require a user to simply “look” at the screen
with a front-facing camera or change their expression which is an action that doesn’t require a finger.
This dwell time can be measured against an average dwell time, or an expected dwell time, to assess
performance.
For back-facing camera experiences, consumers may move objects around a room to change the
context in their physical space which could help advertisers further understand how important context
may have been. Lastly, the time a user spends in AR is spent very differently than traditional media.
Unlike traditional ads, Time Spent in the camera view is opt-in and full-screen while consumers interact
directly with the brand within their physical spaces. Time that is arguably much more impactful than the
passive time spent in video, for instance.
Brands investing in this space now are giving consumers more control than they’ve had before to
interact with them, an offering that has the potential to largely shift perception and intent. Additionally,
if users are able to “test out” digital replicas of physical products, brands may have an opportunity to
increase product satisfaction and reduce returns. But brands must make sure their 3D digital replicas
are up to snuff in quality!
As awareness and adoption of this exciting channel continues to grow, it is vital for marketers to
understand their goals and the technical requirements in order to successfully add AR to their media
mix. Given the range of available options and new production methods required to create AR, it is
incumbent upon marketers to take the time to plan and develop the execution for this new format.
We hope that this Playbook inspires you to explore the creative options in augmented reality for
marketing and offers a roadmap for getting started.
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