Metaverse designers should give people what they want. So, what do they want? Something that is relevant and useful, says Jonathan Cohen, founding CEO of MetaNept.
Right now, the barrier to entry in the metaverse is extraordinarily high. Clearly, no one outside the Web3 space really knows what it is, what it does, what it looks like, or why they should care.
For most consumers, it is completely opaque. Communication from the metaverse companies to consumers never quite got off the ground and remains uninterrupted. For the Metaverse to have any hope of gaining mainstream traction, consumers not only need to be provided with the opportunity to participate in the Metaverse – they need to understand why it’s worth their time and energy to begin with. .
A solid headset shouldn’t cost as much as a phone
The first solution to this problem is better access through technology. Currently, average internet speeds are not up to the task of running a full-scale metaverse. The expansion of 5G may offer a solution, but the rollout has been slow. Developers can make fantastic worlds, but they are useless until consumers are able to run them.
We need to be honest about building a world with essential physical technology. An Oculus headset costs around $300. Can’t stand an Oculus? You can buy a cumbersome cardboard headset that’s actually a glorified phone holder with eye holes. Expecting consumers to buy this kind of technology when inflation is skyrocketing and real-world markets are out here is simply an illusion.
be real It’s time to envision (and design) a metaverse free of cumbersome headgear, one that expands the definition of what is possible by including the range of functions available in the world. Face-first immersion is not everything.
Metaverse Design for Ordinary People
High-concept metaverses can thrive, but they must prioritize artistry and utility. Projects need to employ qualified designers and artists to create a world that offers a different experience. What is the real appeal of a metaverse that mimics the real world? If the possibilities are truly endless, act like that. Create something exciting and new.
To prioritize cost-effective usability, Metaverse projects must focus on user experience and consumer needs. If fully immersive experiences don’t require a marketplace, why spend so much time and money creating them? Projects should identify areas where AR or VR add real value and address those needs. Too many projects today spend a great deal of time and money on metaverse technology which passes a very high entry cost on the consumer. Focus on the user, not the frills.
To do this effectively, projects must keep a close eye on what consumers really want and need from the metaverse. Virtual meeting is already possible. The ability to sit next to a colleague is hardly new in the metaverse. World of Warcraft was launched almost two decades ago in 2004, beginning the parade of MMORPGs. The Metaverse has to think big when it comes to virtual community interactions.
Metaverse education and training will be key areas
There are areas where a metaverse can offer a new way of discovering and exchanging information. Clearly there is an education. A metaverse can create an immersive experience for students in remote areas or a geographically dispersed student population. The metaverse may be the ultimate frontier of distance learning.
Perhaps the most practical use of the metaverse is for technical instruction that requires a health or financial risk when carried out in person, such as medical surgery, military training, or the creation of highly specialized nanotechnology. Metaverse companies need to acknowledge that the success of their product may not depend on what is most sexy or attractive, but instead what functions and processes can actually benefit from the features and structure of the Metaverse .
A final use-case is that a metaverse provides the opportunity to run trials of high-ticket purchases. Perhaps the most common and practical use of the Metaverse is that it will allow potential homeowners to preview architectural proposals or take a home tour from another time zone. Imagine getting a job interview and sitting in a new office on a different continent, or walking down a city street before deciding whether to move. The ability to preview any other part of the world in depth meets a real consumer need.
The Metaverse Should Invite, Not Intimidate
Metaverse designers should give people what they want, and that’s something relevant and useful. We need to make the Internet fun and useful and readable and helpful rather than soliciting high-concept participation through high-ticket technology that ultimately accomplishes or improves little. Most of the growing Metaverse projects in the market hope to facilitate user creation within their space. Lowering the barrier of entry and meeting consumers where they are will do so.
About the Author
Jonathan Cohen is the founder and CEO of MetaNept and has spent the past ten years working in marketing and project development. He has been investing and trading in the crypto space since 2017. He is an expert in crypto, NFT and DeFi.
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