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Agile Augmented Reality and the Quest for that $61 Billion Market

Augmented Reality (AR) is becoming less of a technical challenge and more of a creative challenge. The problem is that ideas are easier to imitate than to create and someone needs to go first.

Augmented Reality (AR) is becoming less of a technical challenge and more of a creative challenge. The problem is that ideas are easier to imitate than to create and someone needs to go first. So, it will take time — and a change in the ways of collaboration — for creative teams to find the next big thing in AR that isn’t just face masks.

I was recently interviewed about ARKit, ARCore, ARStudio, and what it takes to win the fast growing AR market in Digital Journal. We discussed how important it is for the AR market that organizations push some AR hits into the market so that companies can get their heads around how to deploy AR experiences and adopt the technology themselves.

My take on this from a Favo perspective is that there is so much to discover with this technology but it can only be done well by organizations that are hyper-adaptable. The challenge is not on the engineering side — they are already working together in an agile and team-efficient way — but rather on the business and creative side. How can we go beyond the idea of face masks or lipstick test-screens and develop AR experiences that the world has never seen before? What do consumers want that we are unaware of that we would like to have? To succeed with this challenge all teams involved with AR must become more like software engineers — work together in a never-ending agile loop, testing och trying out new ideas and prototypes.

Favro does agile-at-scale not only on the development side but for other teams as well. There is no surprise that many leading game development studios are using Favro for AR development. If you want to make your team to work in a constant team flow — check out Favro yourself by signing up for a free trial.

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