IFS Sales VR App

IFS is a cloud software provider with a focus on stand-out customer service. This project was driven by their desire to create a mobile experience to assist with sales demonstrations and engagement. Although they have an impressive IX room with a haptic table and floor-to-ceiling projections, the pandemic caused difficulties for visitors to come to IFS, so IFS wanted to visit their clients armed with more than just a PowerPoint presentation. 

We worked closely with IFS to present its key messages in the most effective ways; this meant storyboarding the experience so the technical side and the story married well. The final product contained an Oculus Quest that was highly user-friendly. The use of eye gaze control removed the requirement needs that come with getting a client familiarised with the tech first. It was easily transportable, replicated to multiple headsets and could be cast to a TV screen, enabling the audience to watch what the user was experiencing.

Case Study - IFS - AR App - Image 3
Case Study - IFS - AR App - Image 4

While technically impressive, its software was quite functional and difficult to visualise over standard video calls. Wanting to represent the benefits of its systems in a conceptual way, Virtual Reality (VR) was our recommendation of how this could be achieved. With IFS setting its sights on the naval sector, we thought it beneficial to weave in this theme, but still keep the project generic enough so it could cross over into any sector.

We worked closely with IFS to present its key messages in the most effective ways; this meant storyboarding the experience, so the technical side and the story married well. The final product positioned the end customer at the heart of many naval scenes, fully immersing them in real world examples of how this software can be utilsied while offering that wow-factor!

We used the latest game engine technology combined with Oculus Quest headsets to offer a highly user-friendly experience. This had intuitive eye gaze control so there are no requirements with getting a client familiarised with the tech first. It was easily transportable and replicated to multiple headsets. It was also possible to cast this to a TV screen, enabling the audience to watch what the user was experiencing.

The experience offered a myriad of different content types, such as animations, interactive elements and audio queues, allowing the VR experience to pander to many learning styles, and hammered home their key selling points and platform features.

The VR experience has proved to be such a success that IFS are now showcasing it at events to deliver their key messages in a concise, engaging and fun way.

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