2017 was an amazing year filled with so many exciting new projects, people, knowledge, and experiences. As we move into a brand new year, it is always nice to look back on all that was accomplished in the past year to help gear up for the new one. We at Key Lime Interactive are very excited to see all that 2018 has to offer![Read More]
The annual VRX conference was held in San Francisco, CA on December 7 & 8 2017. Here are a few of the major takeaways from Key Lime Interactive’s Lead Researcher and Strategist, Rick Damaso, from this year’s event.
Maybe you saw all the people wandering around glued to their smartphones when Niantic’s Pokémon Go launched in July of last
Several decades ago there was the infamous “Internet boom” and now it seems we are going into the “Virtual Reality boom”. While in the beginning its uses were initially focused on gaming, VR is becoming an increasingly bigger market and it now has applications in social networking, science, and research. UX Research specifically has a lot to gain from incorporating VR into its practices. Using VR within a research setting allows the researchers to be able to put participants in a virtual space where they can be exposed to essentially anything goes beyond current limitations while keeping their participant in a safe and observable environment. This opens the doors of research to be able to accomplish a wide variety things that previously were only investigated by having participants fill out questionnaires. Now we can put participants in a virtual environment and obtain data that is as close to real world as ever before, allowing for much more in-depth collection of data.[Read More]