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AR/VR and UX: 70% of Major Companies Are Integrating Immersive Experiences

December 28, 2025 · 7 min read

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.

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