Guides
Step-by-step guides for retailers planning their first 3D or AR product page. 7 articles.

Guides6 min read
How to run your first 3D product page pilot in 30 days
A practical plan for a first 3D and AR pilot: which ten products to pick, what to put in the brief, and the four numbers to measure before you scale.
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Guides6 min read
How to A/B test a 3D product page properly
Metrics, sample size, test duration and the traps that make 3D A/B tests lie to you. A practical guide to proving whether 3D moves your numbers.
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Guides5 min read
How to implement web AR on an e-commerce site: formats, code and what breaks
GLB for the web, USDZ for iOS, Scene Viewer on Android, model-viewer on the page. The practical build, the file budgets and the usual failures.
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Guides6 min read
The pre-sale questions a good 3D product page removes, and how to measure it
Size, colour, material and what the back looks like. The support tickets a 3D viewer prevents, and a method for proving the reduction is real.
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Guides6 min read
How to put a 3D model on a mobile product page without wrecking your page speed
File size, lazy loading, poster images, battery and Core Web Vitals. The practical rules we use to keep a 3D product page fast on a phone.
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Guides6 min read
What happens when you tap View in AR, step by step on iPhone and Android
A shopper's guide to using AR on a product page: what each tap does on iPhone and Android, how to place an item accurately, and what to do when it goes wrong.
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Guides6 min read
Hotspots on a 3D product model: what to annotate and how to write them
How to use annotations on a 3D product model: what deserves a hotspot, how many is too many, and how to write labels people actually read.
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