A high-converting PDP should: 1. Clearly communicate benefits over features 2. Build trust & credibility 3. Eliminate friction 4. Guide visitors to checkout #Shopify #Figma #ProductDesign #Pdp #ecommerce #Cvr #ConvertionRate #LandingPage
Oyekunle Gbenga’s Post
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A high-converting PDP should: 1. Clearly communicate benefits over features 2. Build trust & credibility 3. Eliminate friction 4. Guide visitors to checkout #Shopify #Figma #ProductDesign #Pdp #ecommerce #Cvr #ConvertionRate #LandingPage
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Sometimes the biggest CRO wins come from the smallest changes. This product page lacked immediate trust signals and urgency above the fold, making it easier for visitors to scroll without building confidence. I added an authenticity & shipping trust bar along with a subtle low-stock message to reduce hesitation and reinforce purchase intent. These small additions can improve user confidence, increase engagement, and drive a higher Conversion Rate (CVR) without redesigning the page. Good CRO isn't about making pages prettier it's about making buying easier. Emily Prazer
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More progress on #Boosture, the #VR app I'm building to help people practice difficult or awkward social situations 🎯 Level 3 of the freeze detection workflow is now complete. The idea is to gradually support the user if they freeze after the NPC says something unfair or confrontational. Level 1: NPC says, "Well, do you have anything to say?" Level 2: The environment starts pulsing, hinting that tension is building and encouraging the user to respond. Level 3: A panel appears in front of the user with some suggestions, such as: 💬 "I hear you, but I see it differently." 💬 "Can you give me a specific example?" I'm now moving on to Level 4: Exiting gracefully. The user will be able to either exit the scenario completely if it has become too overwhelming or move to a debrief page instead. At some point, I'll also need to go back and tidy up a few things, like adjusting the pointer and re-aligning some UI elements. It's nice to finally see the different pieces starting to work together 🌟
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If you’re about to launch your VR app on the Meta Quest Store, you need to know this before pressing “Submit.” A working build can still fail review because of performance, entitlement checks, permissions, controller behaviour, hand tracking, Store assets or incorrect app metadata. I’ve created a practical video covering common Meta Quest Store rejection reasons and how developers can avoid them before submission. 🎥 Watch here: https://lnkd.in/gwWMrgkF If you’re preparing a Quest release or dealing with a rejection, share the issue in the comments. I’ll try to help based on my experience. For a detailed project review or Unity/VR consultation: 📧 ramkeshgamedev@gmail.com 📅 https://lnkd.in/gR2atdmB #MetaQuest #Unity3D #VRDevelopment #XRDevelopment #MetaHorizonStore #UnityDeveloper #GameDevelopment #VR #Metaverse #IndusrtyTraining #Simulations #AI
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AR/VR in entertainment looks exciting from the outside. Behind the scenes, it's one of the toughest products to build. You're not just creating immersive experiences. You're building something that has to work for: -Players -Fans -Creators -Venue operators And the hardware ecosystem too. The most successful immersive entertainment platforms we see usually focus on three things: -Frictionless experiences over flashy features -Low-latency, real-time performance -Expanding gradually instead of trying to build the metaverse on day one -Great graphics alone don't create engagement. -Presence does. And presence comes from delivering an experience that feels effortless, responsive, and genuinely fun. If you're building in AR/VR entertainment, what's been the biggest challenge so far: Performance, user adoption, or creating experiences people actually come back to?
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Demographic mismatch in VR testing isn't a vague concept. It's a specific moment where the wrong participant profile produces data that points your team in the wrong direction.
A studio spent months building a VR experience for younger, active players — exactly the high-engagement audience their game was designed for. During test rounds, onboarding collapsed completely. Participants kept physically swinging their arms to move. They ignored the tutorial. Thumbstick locomotion didn't register as a valid input because their entire spatial vocabulary had been built in games where physical movement was the only thing that mattered. The game wasn't broken. The audience assumption was. This is what demographic mismatch looks like up close. Not a vague concept — a specific moment where the wrong participant profile produces data that points in the wrong direction. Full breakdown in the article. https://lnkd.in/gcf5TstQ #VRPlaytesting #VRUserTesting #VRDev #VRGaming #VRUX #SteamVR #MetaQuest VR Oxygen
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I stopped reading VR market forecasts about five years ago. Wrong methodologies, wrong numbers, written by people who've never set foot in a venue. So I watch signals instead. Real behavior data. And one has been holding steady for six months that every FEC and arcade owner should have printed and taped to the wall. Google searches for "VR near me" are up 6X since January. Not a spike. Not a product-launch bump. A sustained, half-year breakout. That's consumer intent walking into your Google Analytics without you spending a dollar to put it there. "VR birthday party" is up 11X. Gen Alpha is the birthday party market right now, they live in Gorilla Tag on Quest, and their millennial parents are already searching for a place to book. If your venue isn't showing up in that search result in your metro area, that's revenue walking past your door to somebody else's. Full breakdown of the search data, the Gen Alpha read, and what GorillaCon just told us about the customer profile 👇
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I've been building immersive experiences for over 15 years now (probably longer I just dare not count). From early marker based AR and the first Oculus from Kickstarter, to winning two Gold Cannes Lions in a location based AR experience back in 2021. I’ve always felt that the new age of in real life experience will be supercharged by a hybrid of physical and virtual worlds. Despite the VR and AR winter I am still just as obsessed with integrating remarkable tech into consumer experiences today. Right now, we’re working on products that seamlessly integrate powerful technologies into accessible, jaw-dropping real world experiences. This is Lucy 2.5. It’s a temporal video-to-video model with 30fps capabilities, running in near real-time. The character consistency is banging good. Despite the inevitable AI fatigue out there right now, when you can harness solutions like Lucy to deliver experiences that stop people in their tracks, that have the power to change emotions, to think, ponder, and take action together... its what makes the journey worth the steps. Check out Lucy 2.5 here: https://lucy.decart.ai/ I dare you not to be impressed.
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Sandbox VR just signed a 10-year lease a block north of Times Square. 10,600 square feet. $750,000 a year. That's not a pilot. That's a decade of Manhattan rent, underwritten by 80+ global locations of operating data. When they sign this, they're saying the group VR model works at Manhattan prices. Every operator reading this should register the difference between that and opening in a second-tier mall. The mechanic worth studying: 600 square feet on the ground floor for the entrance, 10,000 below grade for the actual venue. Below-grade Midtown trades at a real discount to street level. They're buying customer acquisition on the ground floor and running the business in the basement. Same template that's been working in London's theatre district for years. Times Square applies a filter. Group VR with premium tickets and named IP clears it. A $15 single-headset arcade doesn't. A trampoline park doesn't. That's the honest math most operators need to run before they chase an urban flagship. Full breakdown of the deal, the rent math, and what it means for the rest of the category below.
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You asked, so we delivered. Sectioning has been part of our VR app for a while, and teams kept asking for it on the web. Now you can make a section cut from a browser or iPad. Click a wall and see everything behind it, or slice down through the floors to study congested MEP from above. If you move it in a Meta Quest, the web viewer mirrors it in real time, so the whole team studies the same cut at the same moment. Getting the right people to the right view faster is how coordination stops being a bottleneck. See it in action 👇
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