Your client is dissatisfied with the initial VR prototype. How do you turn it around?
When your client isn't happy with the initial VR prototype, it's crucial to quickly identify and address their concerns. Here's how you can turn things around:
What strategies have worked for you when addressing client dissatisfaction?
Your client is dissatisfied with the initial VR prototype. How do you turn it around?
When your client isn't happy with the initial VR prototype, it's crucial to quickly identify and address their concerns. Here's how you can turn things around:
What strategies have worked for you when addressing client dissatisfaction?
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I'd like to complement the text with some helpful ideas to address client dissatisfaction. 😊 - Show empathy and proactivity: Acknowledge their frustration and display a willingness to fix it. - Involve the client in the creative process: Establish checkpoints where they can track progress. - Set clear benchmarks: Use market standards to align expectations. - Celebrate small wins: Highlight incremental improvements to rebuild trust.
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Acknowledge Concerns: Actively listen to the client’s feedback without defensiveness, showing you value their input and concerns. Clarify Expectations: Revisit the project’s original objectives, requirements, and client expectations to identify any misalignments. Schedule a Detailed Review: Organize a meeting to walk through the prototype with the client, discussing specific areas of dissatisfaction. Propose Immediate Improvements: Identify quick fixes or enhancements based on their feedback to demonstrate responsiveness and commitment.
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Don't worry, it's not uncommon for initial prototypes to require adjustments. First, listen carefully to your client's feedback and ask clarifying questions. Then, reiterate your understanding of their vision and present a clear plan of action to address their concerns. A collaborative and iterative approach can help you turn things around and deliver a successful VR experience
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Fire the whole team and hire another whole new team and have them build a new prototype from the ground up. It only takes a few days to do this, start to finish, then you give the client the new prototype and win.
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Let’s understand this with an example. If a client dislikes a VR real estate prototype, start by identifying specific concerns—e.g., navigation issues or lack of realism. Hold a review session to align on expectations. Quickly implement visible fixes, like smoother controls or enhanced textures, to regain trust. Offer iterative updates, keeping the client involved in testing. By prioritizing their feedback and showcasing fast improvements, you turn dissatisfaction into collaboration, ensuring the final product exceeds their expectations.
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Listen to their concerns and expectations. Focus on how the (VR-)project will answer/contribute to the project goal or project need.
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Setting expectations is crucial in ANY project. A lot of people just don't understand the importance of showing examples and really level-setting early on. With that said, it's not hard to ask clients what they would like chanced and (within reason) applying those edits. As long as you are following the formula (FPS, Interactions, etc) then the edits should be simple enough. At the end of the day, clients are people too; most of the time, they can be reasoned with. The last thing you want to do is get defensive as it's not good for you or the client. Talk it through and it's usually possible to salvage. Hope this helps.
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