Odbierze AURA — ten sam asystent, z którym rozmawiasz na czacie. Opowiedz o firmie własnymi słowami.
Zadzwoń terazPołączenie płatne wg cennika Twojego operatora. Rozmowę prowadzi asystent AI.
AURA może działać przez własny interfejs, aplikację oraz kanały, z których zespół korzysta już dziś. Każdy człowiek i każde narzędzie pracują na tym samym stanie biznesu.
Siedem kroków, które AURA wykonuje bez przerwy — od pojedynczego zdarzenia do wniosku, który zmienia następną decyzję.
…i z powrotem do Observe — cykl nie ma końca.
Działanie bez śladu w danych jest dla nas niedokończone. Ślad ma zawsze te same cztery ogniwa:
Poniższe liczby są ilustracją samego mechanizmu, a nie rezultatem, który osiągnęliśmy u klienta. Pokazują, jak wyglądałby ślad w danych, gdyby taka sytuacja wydarzyła się w Waszym lokalu.
AURA nie przypisuje sobie wyniku bez śladu w danych.
3D objects, scroll animations and interactive scenes on the website — for brands that don't want to look like everyone else.
Premium brands that want to stand out.
The site looks like thousands of others. This is the problem of premium brands that need to stand out in their category, but they only differ in text.
We create 3D objects, scroll animations and interactive scenes embedded directly on the website.
Four stages, with the last one being just as important as the first:
Implementation takes 6 hours – 2 days. The workflow order is fixed: concept, scene, animation, optimization.
What weighs here is the complexity of the scene itself, the number of animations and how much it has to be slimmed down so it does not stall a phone — that last part is sometimes larger than the modelling.
Wow effect and greater website memorability.
A 3D scene carries a weight in megabytes and a render cost on every single frame. Both grow with model complexity, and the visitor pays for it — in load time, or in phone battery. A rough formula: Scene load time (s) = Scene weight (MB) × 8 / Connection bandwidth (Mb/s), where scene weight is the sum of the model file, textures and the 3D engine library, and bandwidth is the visitor's real-world speed, not the number their carrier advertises.
A scene that looks great on the designer's laptop can stutter on a mid-range phone with a weak signal. If your audience mostly arrives on mobile, a heavy scene pushes people away instead of pulling them in — and that applies to every brand, not just small ones.
Four situations where we recommend waiting, or choosing something else:
None of these situations rules out 3D forever — sometimes it just means fixing the foundation first and adding the scene as a later stage.
The boundaries we state plainly before we start work:
These boundaries are not an excuse — each one simply belongs to a different service, which we price and deliver separately.
Four things without which the work either does not start or stalls at the approval stage:
The earlier these four points are ready, the shorter the concept stage runs — most delays in 3D projects come from waiting on materials, not from the work on the scene itself.
In Google Analytics (a free tool you can set up yourself) compare average time on page and scroll depth before and after the scene goes live, for the same traffic sources. Formula: Engagement change (%) = (value after launch − value before launch) / value before launch × 100.
This comparison speaks to engagement, not sales. If you want to judge the impact on conversion, you need a longer observation window and stable traffic — otherwise the result gets drowned out by fluctuations that have nothing to do with the scene.
The most common mistake is ordering a complex scene without first agreeing which devices it needs to run on. The concept gets built for desktop, the client signs off on a big monitor, and only at the optimisation stage does it turn out the phone version needs a lower triangle count and part of the animation redone. That is work done twice instead of once — which is exactly what a device budget, agreed at the start, prevents.
The cost of this mistake grows with scene complexity — the more animations need reworking for phones, the more hours get pulled back into an earlier stage.
Four routes to the same goal, each with a different cost and a different performance risk:
Scene weight is not a single number — it is the sum of several independent components:
If your problem sounds different, neighbouring areas of the same system stand right next to it — AURA connects them to each other rather than selling them separately:
Tell us how this process looks at your company today: how many enquiries come in, who answers them and where they get lost. We will tell you what can be taken off a person, what is not worth touching, and how this area fits into the rest of the system.
Talk to Aura →Next step
We do not take everyone: first we look at your processes, sales and current systems and tell you honestly whether it makes sense for us to come in. A few questions, about five minutes.
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