Training GO! Location Based AR Application

Jay Miolla
Managing Director, Executive Producer, Technical Director at Gramercy Tech

End Client: Novartis
Production Client: Pinerock

Training GO is an exciting iOS training tool based on the wildly successful Pokemon GO game. The gameplay is designed for indoor spaces and utilizes bluetooth beacons to triangulate the position of the users in play. 

Once a user enters a pre-defined space, “Quiz Stops” appear allowing users to click and complete a multiple choice question before they enter the AR experience of capturing a 3D model projected into the space which reinforces the main theme of your training session.  

Users are awarded points for answering the question correctly, the number of attempts needed to capture the 3D object and time required to complete the task. Point totals are then collected and displayed on the leaderboard. 

The Brief

One of the biggest challenges for training retreats is that people who are familiar with one another tend to stick closely together. Novartis was eager to develop a fun and gamified way in which to encourage participants to interact but they would have to do it by physically getting up and walking around various areas of the event space. All the while, learning a little something along the way. What emerged was a Productized Service called Training GO!

 

What We Delivered

Building upon the success of the popular Pokemon GO! application, we built a location based learning platform that works indoors without the use of GPS. Participants would use a specially designed app and visit physical locations though out the hotel and convention center in order to be presented with trivia, fill-in-the-blank or multiple choice questions as well as video content. Each interaction was recorded and participants would earn higher scores for completing those challenges quickly. Users can see their results both within the app via the scoreboard or on strategically positioned monitors throughout the space in order to compete for the top prizes.

Later versions of the app included Augmented Reality challenges to enhance the user experience and add a new dimension to the gameplay.

The Results

  • Participation was optional yet over 78% of people opted to play

  • 62% of participants completed at least 25 of the 30 possible training stops

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