NULLBIT
NULLBIT
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Bringing market research into virtual reality, for the first time

Engineering delivery for Rexee - shelf tests, surveys and focus groups, built for Meta Quest

Virtual RealityMarket Research TechUnity DevelopmentMeta Quest
Year

2023

Duration

Ongoing engagement, since 2023

Industry

Market Research / Immersive Tech

Bringing market research into virtual reality, for the first time
Starting position

Starting position

Starting position

  • Comprehensive VR/AR platforms for market research

    No prior code libraries, products or domain experts to build from anywhere in the industry

    None existed
  • Way to run shelf tests

    Traditional shelf tests require outfitting a real store and flying participants to it

    Physical retail build-outs
  • Reach for VR-based quantitative panels

    No existing way to run quantitative surveys inside a VR headset

    0
  • Track record publishing on the Meta Quest Store

    No prior published title to build platform credibility from

    None

Market size

Global market research industry - panels, shelf tests, qualitative studies

Market research industry addressable via VR

Scope: Initial launch through FFIND's CATI client base across the EU, expanding via the Meta Quest StoreSource: Partner (FFIND) market position, pre-engagement

Approx. budget

NDA

200,000 – 999,999 €

Budget breakdown

Core VR platform engineering (Unity, Meta Quest)40%
Backend integration with market-research survey systems20%
AI voice recognition & hand-tracking implementation20%
Publishing, QA and ongoing module delivery20%

Engagement scale per Clutch.co project cost category. Exact figures under NDA.

Phased, ongoing engagement

Ongoing since 2023

  1. 1

    Phase 1

    Design-thinking workshops and strategic scoping with FFIND

  2. 2

    Phase 2

    Quantitative VR panel - proof of concept in 3 months

  3. 3

    Phase 3

    In-location module, Rexee branding and Meta Quest Store publishing

  4. 4

    Phase 4

    Qualitative focus groups, VR shelf-test module and admin portal

  5. 5

    Phase 5

    Ongoing platform updates and new module delivery

The Challenge

No comprehensive VR/AR platform for market research existed anywhere

Market research had never been comprehensively combined with virtual or augmented reality. There were no code libraries, prior products or domain experts to build from - the engineering fundamentals of VR market research had to be worked out from first principles, while FFIND needed a technical partner it could trust with a genuinely unproven category.

No existing VR/AR product or code base for market research to build on

Traditional shelf tests require physical retail build-outs and flying in participants

The platform needed to support four very different research modes - quantitative panels, in-location surveys, qualitative focus groups and shelf tests - as one system

The end product had to pass Meta's own publishing standards for the Quest Store

Our Solution

A modular VR platform, shipped incrementally

NULLBIT's VR engineering team worked in partnership with Takeaway Reality to build the platform module by module rather than waiting for the full vision: starting with a quantitative panel, then in-location surveys, then qualitative focus groups and VR shelf tests, with a custom admin portal tying it all together.

Quantitative VR panel

Participants anywhere in the world answer quantitative surveys using only a VR headset.

In-location & shelf-test modules

Branded VR environments for retail and trade-show settings, plus VR shelf tests that replace costly physical retail build-outs.

Qualitative focus groups

Multiplayer VR sessions with 3D models, video and image stimuli for group discussion and product testing.

AI voice recognition & hand tracking

Natural interaction for open-ended answers and object handling, tuned for the Meta Quest 3.

What changed

How market research capability changed for FFIND's clients

Market research capability moved from physical-only methods to a published, multi-module VR platform covering quantitative, in-location, qualitative and shelf-test research.

Shelf testing

Before

Physical retail build-outs, flown-in participants

After

VR shelf tests with trackable decision-making data

Far lower cost per test, plus data traditional shelf tests can't capture.

Quantitative panels

Before

Traditional panel methods only

After

Global reach via any VR headset

Respondents anywhere can participate without special equipment beyond a headset.

Delivery model

Before

One large platform vision

After

Four independent, incrementally-shipped modules

Use cases diversified instead of waiting on one big launch.

Distribution

Before

No published VR title

After

Live on the Meta Quest Store

Passed Meta's own publishing bar, opening direct distribution to VR users.

Investment → Market ImpactNDA

From an unproven category to an award-recognised platform

Ratio

≈ 3 months

from kickoff to a validated, working VR panel

Incremental revenue

First-mover category

no existing comprehensive competitor in VR-native market research at launch

Investment

200,000 – 999,999 €

Payback period

Proof of concept validated within the first engagement quarter

Method

Delivery-time and milestone tracking against a category with no prior benchmark to compare against

Confidence

Medium - based on delivery milestones and public award recognition; commercial figures are confidential

Commercial performance of the Rexee platform belongs to FFIND and Takeaway Reality and is not disclosed here.

The Outcome

A published, award-recognised VR platform

Rexee is live on the Meta Quest Store and in active use by FFIND's market research clients. The figures below describe delivery milestones and industry recognition; FFIND's own commercial results are confidential.

Time to first working module

Before

N/A - no prior art existed

After

≈ 3 months

Proof of concept in one quarterFully functioning quantitative VR panel built and validated

First engagement quarter

Modules shipped

Before

0

After

4 (panel, in-location, qualitative, shelf test) + admin portal

Full research suiteEach module shippable and usable independently

Within the first ~18 months

Industry recognition

Before

N/A

After

ESOMAR 2024 Best Exhibitor, AIXR 2024 nomination

Award-recognisedBest Exhibitor at ESOMAR Congress 2024; nominated for Best Enterprise VR Solution at the AIXR Awards

2024

Platform distribution

Before

Not published

After

Live on the Meta Quest Store

Publicly distributedAvailable on Meta Quest 2, Meta Quest 3, Meta Quest Pro and future devices

Live

Stack & Services
Unity
Meta Quest SDK
AI Voice Recognition
Hand Tracking
AR/VR Development
Backend Survey Integration
No one had ever comprehensively combined market research with virtual reality. We needed a technical partner who could build the fundamentals from scratch, ship in modules, and still hit a bar high enough to publish on the Meta Quest Store - that's exactly what this partnership delivered.

Leadership Team

FFIND

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