Use Case: BLCK UNICRN for Cultural and Educational Institutions
Challenge:
Cultural and educational institutions aim to create engaging, memorable visitor experiences while driving revenue through retail and related offerings. Adding immersive elements to retail spaces provides an opportunity to blend education, entertainment, and commerce. However, integrating advanced AR/VR technologies into existing operations can be complex, resource-intensive, and costly without the right tools.
Solution: BLCK UNICRN’s Platform Capabilities
1. Immersive Retail Experiences
What it Does: Enables the design and deployment of AR/VR-enhanced retail environments where visitors can interact with products and educational content in unique and meaningful ways.
Example: Visitors use AR-enabled devices to bring educational models to life, interact with virtual guides, or explore a product’s story through immersive visuals.
Benefit: Drives deeper visitor engagement, boosts retail sales, and creates a memorable, interactive experience that blends learning with shopping.
2. Customizable Event Tools
What it Does: Supports the creation of interactive events tied to retail, such as augmented reality scavenger hunts, pop-up installations, or live demonstrations.
Example: An AR scavenger hunt through the store allows visitors to unlock discounts or exclusive merchandise by solving educational puzzles.
Benefit: Encourages foot traffic to retail spaces, turning them into active learning environments.
3. Fundraising and Sponsorship Tools
What it Does: Provides tools to attract sponsors and secure funding for immersive installations, integrating branded experiences into retail spaces.
Example: Partner with STEM-focused organizations to sponsor a branded VR game that aligns with the institution’s mission, such as a “build your own ecosystem” simulation.
Benefit: Reduces upfront costs and creates additional revenue streams through sponsorships.
4. Data Insights and Visitor Analytics
What it Does: Tracks visitor engagement with immersive retail experiences to generate actionable insights on behavior and preferences.
Example: Identify which AR features lead to higher merchandise sales or the most time spent interacting with displays.
Benefit: Optimizes layouts, enhances experiences, and improves ROI.
5. Spaces Marketplace
What it Does: Connects institutions with pre-vetted vendors and turnkey solutions for integrating AR/VR into retail spaces.
Benefit: Simplifies the process of implementing immersive technology by leveraging proven expertise and resources.
Key Outcomes
Enhanced Visitor Engagement:
Immersive retail spaces transform shopping into an interactive, educational experience.
Increased Revenue:
Engaging retail environments encourage visitors to spend more on merchandise and exclusive experiences.
Streamlined Operations:
A centralized platform reduces the complexity of managing immersive technology, sponsorships, and retail operations.
Educational Impact:
Aligns commerce with the institution’s mission by embedding learning opportunities into retail spaces.
Example Use Case: Natural History Retail Activation
Scenario: An institution wants to transform its retail store into an interactive experience tied to an upcoming dinosaur exhibit.
Solution:
Use Immersive Retail Tools to create AR experiences where visitors can scan fossils and see how the creatures moved and lived millions of years ago.
Develop a VR game where visitors excavate their own fossils, earning points to redeem on themed merchandise.
Secure sponsorship for the AR and VR installations using Fundraising Tools, partnering with an educational toy brand.
Result: Enhanced visitor engagement, increased sales of exhibit-themed merchandise, and a retail environment that reinforces the institution’s educational goals. Try our 7 day free trial today!