AR/VR and UX: 70% of Major Companies Are Integrating Immersive Experiences
AR and VR were always associated with gaming. But in 2025, 70% of major companies have started integrating immersive experiences into their products. This is much bigger than gaming.
The Numbers
- 70% of Fortune 500 companies have active AR/VR projects
- The AR/VR market is projected to reach $400 billion by 2027
- 61% of consumers prefer to shop at stores that offer AR experiences
- Return rates drop 40% when customers use AR before purchasing
Real-World Examples
IKEA Place
The IKEA app lets you see furniture in your home before buying it. Results:
- Return rates dropped 35%
- Decision-making time reduced 50%
- Customer satisfaction increased significantly
Sephora Virtual Try-On
Sephora lets you try on makeup through your camera:
- Sales of AR-enabled products increased 2.5x
- Users spend more time in the app
- The shopping experience became more enjoyable and easier
Apple Vision Pro
Apple entered the market with Vision Pro, which offers:
- Spatial computing — the computer surrounds you, not just in front of you
- Productivity apps in an immersive environment
- Direct 3D design
Google Maps AR Navigation
Google Maps uses AR to display directions overlaid on the real world:
- Easier than traditional maps
- Reduces getting lost in cities
- A more natural experience
UX Challenges in AR/VR
1. Motion Sickness
40% of users experience dizziness in VR. Solving this requires:
- High frame rate (90fps minimum)
- Reducing sudden movement
- Giving the user full control
2. Natural Interaction
People are used to touchscreens. In AR/VR:
- How do you "click"?
- How do you type?
- How do you navigate?
Designers must invent new interaction paradigms.
3. Accessibility
- Not everyone can use VR headsets
- Vision problems can be affected
- Devices are expensive — not accessible to everyone
4. Battery and Performance Limitations
Mobile devices still struggle with advanced AR — high heat, battery drains quickly.
How to Design for AR/VR?
1. Start with the Problem
Don't use AR/VR just because it's trendy. Ask: Is this experience actually better in AR/VR?
2. Comfort First
Short sessions. Easy exit option. Gradual increase in complexity.
3. Use Spatial Cues
In AR/VR, the user needs to know where they are and where to go. Use lighting, sound, and movement.
4. Test Extensively
Usability testing in AR/VR is harder — but more important. Because users are still learning this medium.
Skills of the Future Designer
A designer who wants to work in AR/VR needs:
- 3D Design — understanding three-dimensional spaces
- Spatial UX — designing in 3 dimensions, not 2
- Prototyping in AR/VR — tools like Unity and Spark AR
- Understanding Physics — objects must behave naturally
Conclusion
AR/VR is not just a trend — it is the future of interaction. Companies that have started integrating immersive experiences are seeing real results. And designers who learn these skills now will be in high demand.