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Medical Product Animation Examples That Sell
A product animation earns its place when it does something a photograph cannot: open the product, show it working, or put it in the hand of someone who will never have the physical unit in front of them.
Below are examples from our own work, each one a different job: a device whose value is inside it, a system that has to be maintained, a product explained to the person who uses it, and a product turned into something you can play with. Every one links to its project page.
A machine opened up: Bionet’s F1 bioreactor
Bionet designs and manufactures equipment for fermentation and industrial bioprocesses. The F1 is a closed unit, and everything that makes it worth buying happens where you cannot see it.
We modelled the equipment and sectioned it in 3D: flows, components, the order of the process. One build, then used on a trade fair screen, in sales meetings and in technical training. That reuse is usually what makes the numbers work on a product animation. See the project.
A system that has to be maintained: Corsa’s digital twin
Grupo Corsa, founded in Barcelona in 1974, makes water purification systems for hospitals and clinics. For its Osmotic line we built an interactive digital twin that explains every component of the system.
It sells and it teaches: the same application demonstrates the technology to clients and healthcare professionals, and trains remotely the technicians who replace the filters. When a product has an after-sales life, that second use is often worth more than the first. See the project.
A product explained to the person who wears it: Medtronic
Medtronic’s system adjusts insulin automatically every five minutes to help people with type 1 diabetes keep glucose stable. The audience here is not a clinician, and that changes everything about the piece.
The animation is short, playful and strips out anything the viewer does not need in order to follow the next step. A product film for patients is judged on whether they can repeat back what it does. See the project.
A product you can play with: Abbott’s Glucerna serious game
For Abbott Nutrition International we built a virtual reality serious game around Glucerna, presented at the SEMDOR 2023 congress in Seville.
A game is the right shape when the product story depends on a decision the audience has to make themselves. It is the wrong shape when the message is a single claim — at that point a thirty second animation does the same work for a fraction of the build. Our gamification and serious games page explains where the line falls.
A product put in the user’s hands: Hartmann and Servet
Two projects where the product had to travel. For Hartmann Medical we built an augmented reality application around its DressBox® hospital product, and for Servet an augmented reality cardiology book that turns printed pages into interactive 3D.
Augmented reality makes sense when the comparison is with something physically present — a box on a shelf, a page in a hand. If the piece will only ever be watched on a screen, a linear animation is simpler and cheaper. See the Servet project.
What the four have in common
None of them is a beauty shot. Each one answers a question the buyer was going to ask anyway: what is inside it, how is it maintained, how do I use it, what does it feel like.
And all of them were planned for more than one use. The expensive part of a product animation is the model; once it exists, a new angle, a new language or a new cut is a fraction of the original cost. Deciding that list before production, rather than after, is what keeps the second use cheap.
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