COVID-19 has already drastically changed the way Americans go about our daily lives. Some people are out of a job, others are living paycheck to paycheck, and others are more fortunate to be able to work from home without as much disruption to their socioeconomic wellbeing. In what is essentially the world’s largest work-from-home experiment, COVID-19 will undoubtedly affect the way we conduct user research. As companies around the country try to adapt to rapidly changing circumstances, we at Key Lime Interactive are preparing our researchers to continue providing quality research, while taking into account how the stress and anxiety around COVID-19 can cause bias in the process.[Read More]
Voice AI has seen incredible growth over the last few years and has become a part of our everyday lives. Voice Technology not only takes into account how people search for information with their voice through smart voice assistants, or the ability to execute tasks through voice commands, it also takes into account how to aid a person with accessibility needs in his or her daily life in order to ensure equal access to the same experiences as people without accessibility needs.[Read More]
Today more than ever, mental health is taking the front position in the conversation about well-being within companies. In a recent poll conducted by KFF, nearly half (45%) of adults in the United States reported that their mental health has been negatively affected by COVID-19. Some of the main causes of stress mentioned were the health and the economic impact of the virus. However, some alarming data regarding mental health in the workplace emerged also before COVID-19, indicating that this is not a new issue.[Read More]
Let’s be honest. For years now, automotive infotainment systems have really not been the greatest. The first infotainment system was first unveiled in the Buick Century T-Type and Riviera of 1986, called CRT (touch screen cathode ray tube). Yes, car radio, trip data, and climate control with touchscreen 30+ years ago. Talk about ahead of its time.[Read More]
In early March, as a response to the increasing growth of global COVID-19 cases, Key Lime Interactive moved its employees to a “work from home” arrangement. Concurrently, a number of our projects required a quick switch to remote methodologies. Although these switches allowed us to continue “business as usual”, a number of key considerations concerning conducting research during COVID-19 became apparent. Due to the distinct challenges posed by COVID-19, Key Lime Interactive is dedicating a number of blog posts centered around UX Research during a pandemic, providing suggestions on how to best account for uncertainty and “the new norm”.[Read More]
Over 68 million people are now using Augmented Reality (AR) technology every month thanks to increased accessibility via mobile devices (eMarketer, 2019). AR technology is unique in its ability to overlay digital information such as images, text, and sounds onto the real world. More than 90% of companies with annual revenues of $100 million have started using AR mobile marketing to increase customer engagement by creating new and exciting ways to interact with a product (Deloitte, 2019). While many of us remain at home in the face of Covid-19, AR technology provides innovative solutions in its ability to create virtual “try-before-you-buy” experiences. Moreover, AR offers several advantages over more traditional marketing methods providing companies, who do it right, a competitive edge.[Read More]
As we adjust to the at-home “new normal” in the face of COVID-19, we have all come to depend heavily on mobile devices to manage our basic needs. In response, a greater number of companies are transitioning resources towards finding new and innovative ways to reach customers at home. Of the latest mobile technology trends, augmented reality (AR) has emerged as an innovative new way for businesses to showcase products and services. With mobile AR experiences, the customer is able to interact and experience products that are digitally represented in three-dimensional space. The value in being able to offer this feature to customers is more important than ever as many do not feel safe returning to stores, but still want the ‘try-before-you-buy’ experience.[Read More]
We have been attending several panels from experts speaking about remote culture + tools in response to recent workplace transitions. Here are some insights we wanted to share with the greater community:
- Create a toolkit of useful resources.
- Build rituals that encourage a sense of community across generations.
- Don’t let mental wellness be the elephant in the room.
- Time to experiment with Virtual Reality.
- Create new rituals. Think outside the box.
Last week, we discussed the way in which voice technology has transformed from a nascent technology relegated to the world of science fiction, to something that people increasingly utilize on a day to day basis. As we delve deeper into the world of voice technology, there is a great deal of jargon and terminology to keep straight. In order to help make that task a little easier, and so you all know what we are talking about, we have created this handy guide to breakdown and help you understand the most commonly used voice technology vocabulary.[Read More]
What was once a nascent technology is now becoming more mainstream. Adoption of voice assistants via smart speakers and other voice-enabled devices has made a leap over the last few years. About one in four (24%) US adults 18+ own a smart speaker (around 60 million people) and U.S. households with smart speakers own an average of 2.6 smart speakers. Many more devices such as smartphones have voice-enabled and this presents a major opportunity for brands to tap into.[Read More]
The IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR) is the world’s most prestigious academic conference on the broad topic of Virtual Reality (VR). Every year, the conference sees hundreds of attendees and presenters from all over the world both from academia and the industry. However, this year, due to the unprecedented spread of COVID-19, the conference organizers had a mere 3 weeks to make a decision to cancel the conference or turn it into a true VR conference. A decision was made to move it to an online only format with the capability of attending the conference in VR. From celebrations to presentations with light sabers to chit chat around a virtual campfire, it was a milestone for the VR industry. Yes, there were glitches and problems that came up, but first - I would like to acknowledge and congratulate the organizing committee for the amazing job they did putting it together in such a short time![Read More]