301 Enhancing the Sales Experience with Augmented Reality
2:30 PM - 3:30 PM Tuesday, June 25
Augmented Reality
Garden
Employees need relevant, just-in-time product and service information on the sales floor. Many sales fail because employees don't know the correct information, they cannot access relevant information, or cannot position it in a way that makes sense to the customer. But what if there was a way to deliver just-in-time, relevant, media-rich product/service information directly to the device in your hand?
In this session you will begin to understand how to deliver media-rich, just-in-time information directly to your learners and customers in a way that will resonate with them. You'll look at the entire process of developing an augmented reality experience— everything from the initial design document to figuring out the best device to deliver it on. You'll leave this session with a deeper understanding of how to design, implement, and execute augmented reality with your learners immediately. Not only will this session lay out how to use AR on the sales floor, but we will also touch on how you can integrate AR into your classroom learnings.
In this session, you will learn:
- How to design and develop for augmented reality
- How to solve a current learning/knowledge gap with augmented reality
- How to show ROI/benefit of AR on the sales floor
- How to choose what AR vendor/SDK would be right for you
- How to integrate AR into classroom training
Technologies/platforms/devices that will be discussed:
- Augmented reality
- Vidinoti/V-Director
- iPad
- iPhone
- Samsung Galaxy S8
Audience:
Designers, developers, managers, senior leaders
![](/assets/images/speakers/4576.jpg)
Dan Williams
Immersive Solutions Designer
Sprint
Dan Williams is an immersive solutions designer at Sprint. He holds a bachelor's degree in business administration and information systems from Emporia State University. His passion is developing augmented reality/virtual reality solutions to make learning more immersive and engaging for both employees and customers. Dan developed the first use of augmented reality in-store and in the classroom for training purposes for any wireless company in the US. He has robust experience with different learning management systems, eLearning development tools, multi-media creation software, and wireless technologies.