Augmented Reality in Marketing: Product Try-On, Brand Experiences and Measurement

Woman wearing Augmented Reality glasses

Start with a Customer Problem AR Helps Solve

A customer choosing a sofa needs to understand its size and appearance in a room. Someone choosing lipstick wants to compare shades. A visitor at a product launch might want to explore how a machine works without opening the casing.

Augmented reality, or AR, adds digital content to a view of the physical environment. In brand marketing, useful applications connect this capability to a specific customer task. Product placement, virtual try-on and interactive demonstrations offer different ways to explain an offer or support a purchase decision.

Start with the task before choosing the technology.

An attractive effect gives people something to look at. A useful experience gives them a reason to interact. Your campaign needs a clear explanation of what participants receive, how they start and what happens after the experience ends.

Distinguish AR from Other Digital Experiences

AR places digital elements within a view of the real world. A 3D product viewer lets someone rotate an object on a screen. A room planner lets someone arrange products within a digital representation of a space. These formats overlap, but their capabilities differ.

Use accurate descriptions in campaign planning. A photo-based room planner does not necessarily provide live camera tracking. A virtual clothing overlay does not necessarily measure fit. Describe the function customers receive rather than applying the AR label to every interactive visual.

Choose a Commercial Purpose

Define the intended outcome before commissioning development. Your goal might be helping customers compare products, explaining a feature or encouraging participation at an event.

Each purpose needs a different design and measurement approach. A shopping tool should connect the selected product to purchasing information. An event experience should work within the time and space available. A branded game needs a clear connection between participation and the campaign message.

 

Product Visualization and Virtual Try-On

Product visualization gives customers another way to examine an item before buying. The value depends on what the visualization represents accurately and which questions remain unanswered.

Show Products in a Relevant Setting

For furniture and home accessories, the useful question often concerns scale or appearance within an existing room. Let customers position the item, inspect different angles and compare available variants.

Keep product dimensions visible alongside the experience. Encourage customers to check measurements and access routes before ordering. A convincing image of a sofa in a room does not establish whether the sofa fits through the door.

For an illustrative lighting campaign, someone might place a digital lamp beside a chair and compare finishes. The experience should preserve the selected finish when the customer returns to the product page. Otherwise the visualization and buying process become disconnected.

Use IKEA’s Current Example Accurately

IKEA’s Kreativ service illustrates room visualization and planning. IKEA describes options for adding furniture to a room image, building a room and exploring virtual showrooms.

The available methods differ. Customers use photos for some workflows, while whole-room scanning requires a LiDAR-enabled device. IKEA also offers a web workflow using entered room dimensions. These differences matter when describing the service or planning a similar experience.

The marketing lesson concerns helping customers judge products in context. Avoid assuming every part of a room-planning service uses live AR or works identically across devices.

Make Virtual Try-On Useful

Beauty try-on experiences let customers compare simulated appearances. Keep shade names, product details and a route back to the selected item within easy reach.

L’Oréal acquired ModiFace in 2018. ModiFace develops AR and simulation services for websites, apps and in-store devices. This is an ownership relationship rather than simply a campaign partnership.

A try-on should explain the limits of the preview. Lighting, camera input and screen presentation affect what the customer sees. For clothing and accessories, separate visual styling from claims about physical fit or comfort.

Keep Historical Examples in Context

Sephora launched Virtual Artist in 2016 as a mobile makeup try-on experience using ModiFace technology. The launch described digital lip-colour previews and product comparison features.

This is a historical example of virtual product sampling. Availability should be checked for the relevant country and app before directing customers to the service today. An old launch announcement does not establish a current feature or an in-store installation.

Measure Decision Support

Track whether participants reach a useful comparison or product selection. Record failed launches and abandoned experiences alongside successful interactions.

Compare commercial outcomes with an appropriate baseline. Customers choosing to use a try-on tool might already have stronger buying intent. Their purchase rate alone does not establish how much the tool changed their decision.

 

Interactive Product Demonstrations

AR demonstrations suit products whose operation or construction is difficult to explain with a static image. The interaction should reveal relevant information rather than ask customers to rotate an object without a purpose.

Build Around a Specific Question

Choose one feature customers struggle to understand. A manufacturer might want to explain how a removable component connects or where an appliance requires clearance.

An illustrative demonstration might let someone tap a component to see its purpose, then play a short animation showing the relevant movement. Keep the explanation close to the selected part. Avoid sending the visitor through several screens before answering the original question.

Preserve Accuracy in the Model

Treat the digital model as product information. Check proportions, component names and available configurations with someone responsible for the product.

A simplified model needs a clear purpose. Removing detail for performance is reasonable when the remaining representation still supports the task. Removing a connector or changing scale becomes a problem when customers rely on the visualization to understand installation.

Provide Another Way to Learn

Offer a conventional video, diagram or written explanation alongside the AR option. Customers should still receive essential product information if they decline camera access or use an unsupported device.

Use the same terminology across formats. A component should not have one name in the manual and another in the AR demonstration.

 

Brand Storytelling with a Role for the Customer

AR storytelling gives participants control over some part of an experience. This might involve selecting a chapter, examining an object or revealing information associated with packaging.

Product visualization and storytelling serve different purposes. Placing a chair in a room supports evaluation. Exploring the chair’s design history tells a story. Combine them only when the connection helps the participant.

Connect the Interaction to the Message

An illustrative food campaign might use packaging to introduce the producer and explain where an ingredient comes from. Each interaction should reveal a meaningful part of the account.

Decide what the participant should understand after the experience. If the purpose is explaining a production method, make the method clear before adding decorative characters or effects.

Keep factual claims consistent with the packaging and website. An animated presentation still needs accurate sourcing for statements about ingredients, materials or production.

Give Participants Useful Choices

Personalization starts with a relevant choice. Someone might select a product variant, language or topic of interest. These choices change the content without requiring a detailed personal profile.

Avoid calling every camera effect personalized marketing. Tracking a face or placing an object in someone’s room changes the presentation, but the underlying message might remain identical for every participant.

Plan a Short Complete Experience

Make the opening understandable without a long explanation. Show where to point the camera and what action begins the story.

Give the experience a clear endpoint. A participant should understand when the main content is complete and where to find more information. Long interaction time is not automatically evidence of interest. Confusing instructions also keep people occupied.

Treat Loyalty as a Separate Outcome

An enjoyable interaction does not establish long-term customer loyalty. Repeat purchase and retention require their own evidence.

If continued engagement matters, provide a reason to return. Examples include useful product guidance or genuinely new content. Avoid creating repeated camera tasks solely to increase the number of recorded interactions.

 

Gamification and Participation

Games add goals, feedback and rewards to an AR experience. Choose mechanics suited to the audience and setting rather than adding points to an unrelated product demonstration.

Make the Rules Obvious

A participant should quickly understand the objective and the action required. A simple collection game needs clear instructions about what counts as a collected item and how progress appears.

For an illustrative store campaign, visitors might find digital objects at designated displays. The game should explain whether completion earns a reward, reveals information or enters a competition. Keep these outcomes distinct.

Keep the Brand Relevant

Connect the activity to the product or campaign message. A game about identifying product features has a clearer educational purpose than an unrelated game with a logo in the corner.

Ask what participants learn or remember through playing. If the brand disappears from the experience once the opening screen closes, review whether the interaction supports the campaign.

Separate Participation from Business Value

Track starts, completions and repeat participation, but assess whether those actions meet the commercial objective. A reward campaign might attract people interested mainly in the reward.

Review reward redemption alongside relevant store visits or purchases. Avoid treating every game completion as a qualified customer.

Design for the Physical Setting

Check where participants stand and how they move while looking through a screen. Test the experience around queues, displays and other customers.

Keep essential participation within an appropriate area. Provide staff with a simple explanation and a way to help when tracking fails. An event campaign should still work when the venue is busy rather than only during a quiet demonstration.

 

Using AR in Stores and at Events

In-store AR competes with the physical product, staff assistance and the customer’s available time. The experience needs to improve access to information or provide something unavailable through a quick inspection.

Explain Variants and Hidden Features

A showroom carrying one product finish might offer digital previews of other options. A demonstration might reveal an internal mechanism without dismantling the display model.

Make the connection to the physical product clear. Label the model and variant being shown, then provide accurate availability and purchasing information. A preview of an unavailable configuration creates additional work for customers and staff.

Choose Personal or Shared Devices

A phone-based experience asks customers to use their own device and grant relevant permissions. A shared display removes some setup work but creates operational tasks.

Plan cleaning, positioning and technical support for shared equipment. Check how the next participant starts a fresh session. Avoid leaving a previous customer’s image or choices visible to someone else.

Place Instructions Where the Experience Starts

Use a short explanation beside the product or activation point. State the benefit before asking someone to scan a code.

A label such as “Compare the available finishes in your room” explains more than “Scan for AR.” Show what happens next and provide an alternative route to the same product information.

Test with Staff and Customers

Ask people unfamiliar with the project to complete the experience without coaching. Observe where they hesitate and whether they understand the result.

Include staff in the test. They need to recognize common problems and explain the experience without giving a technical presentation. Record how often assistance is required during a pilot.

 

AR in Social Media Marketing

Social AR offers effects and interactions within a platform people already use. Availability depends on the platform’s current tools and policies, so confirm the publishing route before developing an effect.

Update Older Instagram Filter Plans

Meta closed its third-party Meta Spark platform on 14 January 2025. Third-party Spark effects were removed from its apps, including Instagram and Facebook.

A campaign plan based on publishing a new branded Instagram effect through Spark is outdated. This closure does not mean every camera effect disappeared. Distinguish Meta’s own effects from the discontinued third-party publishing route.

Assess Current Snapchat Options

Snap’s Lens Studio supports creating AR experiences including try-on Lenses and effects for Snapchat. Snap also describes routes for mobile and web applications.

Choose the route according to where the intended audience will encounter the campaign. Confirm current distribution requirements and test the finished experience in the intended environment. A successful development preview does not establish whether customers will find or use the Lens.

Design Sharing into the Experience

A shared image or clip should make sense outside the original interaction. Check whether the product, campaign context and brand remain understandable in the exported content.

Keep sharing optional and show the participant what will be shared. Avoid assuming use of an effect represents a product recommendation. Someone sharing an entertaining clip has not necessarily bought or endorsed the product.

Measure Distribution Separately from Engagement

Separate paid delivery, creator promotion and sharing by participants. Report how people reached the experience alongside what they did after opening.

A large number of views does not establish widespread participation. Track successful launches and meaningful interactions before making claims about the campaign’s reach or effectiveness.

 

Choosing How to Deliver an AR Experience

Your delivery choice affects access, development work and ongoing maintenance. Start with the audience’s devices and the place where the experience will appear.

Website-Based Product Viewing

A product page is a useful starting point when AR supports shopping. Apple’s AR Quick Look supports viewing compatible USDZ objects in real-world surroundings on supported Apple devices through apps and websites.

This provides a specific delivery option rather than universal compatibility. Ask the developer how other devices will be supported and what visitors see when AR is unavailable. Keep a conventional product view accessible.

Dedicated Apps

An app introduces installation and maintenance work. Consider whether customers already use the app or have a reason to keep returning.

A short campaign needs a strong explanation for requiring a download. Compare the proposed functionality with a simpler web or platform-based approach before committing to an app.

Location-Based Experiences

Location-based AR associates content with a physical place. Google’s ARCore Geospatial API uses device sensors, GPS and visual positioning to locate devices and attach content to locations.

This supports uses such as guided experiences and location-based games. Check coverage and technical requirements for the actual site. Test positioning at the location rather than assuming an outdoor demonstration transfers directly to a store interior.

Wearables and Spatial Computing

Evaluate glasses and headsets against an identifiable audience or installation. Specify the device and supported interaction instead of treating wearables as one uniform channel.

For a staffed demonstration, the business controls the hardware and environment. A campaign expecting customers to own compatible devices has a different access problem. Estimate reachable participation before commissioning a separate wearable experience.

 

Costs, Accessibility and Maintenance

The visible effect is only part of an AR project. Production also includes asset preparation, integration, testing and support.

Budget for Product Assets

Agree which products and variants need digital models. Define acceptable accuracy and who approves the result.

Check whether existing product files are suitable for the intended experience. A detailed engineering model might need substantial preparation before use in a mobile campaign. Include future product updates in the scope rather than treating the initial model as a permanent asset.

Test Across Real Conditions

Build a test list covering the devices and browsers your audience uses. Include permission refusal, interrupted loading and weak connections.

Test different lighting conditions and backgrounds. For face-based effects, review performance across a varied group of participants. For room placement, inspect scale, stability and how the object behaves as the camera moves.

Keep essential information available through another format. Someone unable or unwilling to use the camera still needs access to the product and offer.

Explain Data Handling

Establish what the experience processes before writing permission messages. Ask whether images stay on the device, reach a provider or remain stored after the session.

Request only data needed for the agreed purpose. Explain optional saving and sharing separately from running the experience. Include the responsible teams in reviewing the actual implementation rather than relying on a generic privacy statement.

Assign Ongoing Responsibility

Name the person responsible for product updates, broken links and platform changes. Define when seasonal content expires and what replaces the campaign afterwards.

Include support arrangements in supplier discussions. Ask who owns the models and source files, how exports work and what happens if the provider stops supporting a required feature.

 

AI and Other Developments to Evaluate

AR projects increasingly combine several technologies. Assess each addition according to its function rather than assuming a more complex stack produces a better experience.

AI-Assisted Production and Recommendations

When a supplier proposes AI-assisted asset production, request examples using your products. Inspect dimensions, branding and fine details before approving the output.

For recommendations, ask which information drives the selection. Keep product facts tied to an approved catalogue. A conversational interface still needs a dependable route to accurate specifications and available items.

Persistent and Shared Content

Some experiences aim to keep digital content associated with a place or make the same content visible to several participants. Define the required behaviour precisely.

Specify whether an object needs to reappear in the same position on a later visit and whether participants need synchronized interactions. These requirements affect development and testing. A shared location does not automatically create a reliable shared experience.

Judge New Features Against Existing Friction

Prioritize reliable launching, clear instructions and accurate content before adding another interaction mode. A simpler demonstration reaching completion deserves comparison with a feature-rich version people abandon.

Ask the project team to identify which customer problem each proposed addition solves. Remove features without a clear role in the experience.

 

Run a Pilot with a Clear Decision

Choose a small product range or one campaign setting for the first release. Keep the scope narrow enough to identify problems without losing the main customer task.

Record the Whole Participation Path

Measure how many people encounter the invitation, attempt to launch and successfully begin. Then track the main task and relevant next action.

For product visualization, the task might be comparing two variants. For a demonstration, the task might be completing a guided explanation. Record failures and requests for help alongside completions.

Compare with a Suitable Alternative

Where feasible, compare the AR experience with an existing product page or demonstration serving the same purpose. Keep the offer and audience comparable.

Do not rely solely on comparing users who voluntarily open AR with visitors who ignore the option. Differences in interest already influence those groups. Plan the comparison before reviewing results and report the limits of the evidence.

Include Production and Support Costs

Assess the outcome against development, asset preparation and maintenance costs. Include staff assistance for store or event installations.

Set the decision in advance. Expansion might require reliable device coverage and evidence of improved product selection. A storytelling campaign might require participants to understand the intended message. If the pilot fails at launching or explaining the task, resolve those problems before adding products or increasing promotion.