How Mobile Apps Use Augmented Reality to Drive Purchase Decisions episode artwork

EPISODE · May 28, 2026 · 10 MIN

How Mobile Apps Use Augmented Reality to Drive Purchase Decisions

from The Mobile App Business with Fexingo: iOS, Android, and Consumer App Companies · host Fexingo

In this episode of The Mobile App Business, hosts Lucas and Luna explore how augmented reality is shifting from a gimmick to a practical sales tool inside mobile apps. They dive into IKEA Place as the defining case study — how the furniture retailer's AR feature lets users visualize products in their own homes, reducing returns and boosting conversion rates by an estimated 25 percent. Lucas breaks down the technical requirements (ARKit and ARCore), the user psychology behind 'try before you buy,' and why the technology is finally viable on mainstream devices. Luna questions whether AR drives real incremental revenue or just draws novelty-seeking users. They also touch on Sephora's Virtual Artist for makeup try-ons and Warby Parker's virtual glasses fitting. The conversation closes with a look at where AR is heading next: social commerce integrations and real-time price overlays. #AugmentedReality #MobileApps #IKEAPlace #SephoraVirtualArtist #WarbyParker #ARKit #ARCore #TryBeforeYouBuy #AppConversion #RetailTech #BusinessAndTechnology #MobileCommerce #UserExperience #FurnitureAR #FexingoBusiness #BusinessPodcast #LucasAndLuna #AppStrategy Keep every episode free: buymeacoffee.com/fexingo

Episode metadata supplied by the publisher feed · Published May 28, 2026

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How Mobile Apps Use Augmented Reality to Drive Purchase Decisions

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