Depaul UK: iHobo

Depaul UK: iHobo

It is easy to ignore a homeless person as you walk past them on the street, but after having one on your phone for three days Depaul UK hopes you will see the complex and varied issues behind youth homelessness.

This free app was created pro bono by Publicis London to raise awareness of Depaul UK, a charity devoted to youth homelessness in the UK.

Three days with a person you cannot swipe away

The mechanism is designed to feel like responsibility, not content. Over three days, the app keeps returning with prompts from a single “virtual homeless person”, pulling you back into their needs and decisions at inconvenient, everyday moments. That works because repeated prompts turn passive sympathy into felt responsibility.

In UK urban life where homelessness is visible but easy to mentally filter out, sustained micro-interruptions, small prompts that arrive during ordinary routines, can create empathy better than one big, easily-dismissed message.

Why it lands

The idea works because it weaponizes time. You do not get a one-minute burst of sadness and a clean exit. You get repeated friction, enough to feel the difference between “seeing” homelessness and “living alongside” it, even in a small way.

Extractable takeaway: If you need real attention for a complex cause, build a short, bounded experience that returns to the user repeatedly, then make the “I did something” step simple and immediate.

What Depaul is really trying to change

The real question is how to make someone feel ongoing responsibility for a problem they usually pass in seconds.

This is fundraising logic disguised as experience design. Depaul is trying to reach people who do not respond to posters and leaflets, and to do it on the device they check constantly. The app turns awareness into a relationship, then uses that relationship to make donating feel like a natural next step.

What cause campaigns can take from iHobo

  • Use duration as the persuasion. Three days is long enough to form a habit, short enough to try.
  • Design for interruption, not bingeing. Timed prompts beat long videos for sustained attention.
  • Keep the user’s role clear. Caring, deciding, responding. Clarity prevents drop-off.
  • Bound the experience. A defined end reduces resistance to starting.

A few fast answers before you act

What is iHobo?

A free mobile app created for Depaul UK that asks users to look after a “virtual homeless person” for three days to build awareness of youth homelessness.

What is the core mechanism?

Time-boxed engagement. The app returns with prompts over multiple days, creating repeated contact that is harder to ignore than a single awareness message.

Why three days?

It is long enough to create attachment and repeated friction, but short enough that people will still commit to trying it.

What makes this different from a standard charity film?

It turns passive viewing into ongoing responsibility. The message arrives on your schedule, not the campaign’s.

What is the most reusable lesson for other causes?

If the issue is complex, do not rely on a single emotional peak. Build a short series of small, repeated moments that accumulate into understanding and action.

Volkswagen Norway: Test drive in a print ad

Volkswagen Norway: Test drive in a print ad

You open a magazine and see a long, empty road. Then you hover an iPhone over the printed page and a Volkswagen appears to “drive” along that road on your screen. It is a test drive that happens inside a print ad, with summer and winter road versions depending on the magazine insert.

Volkswagen Norway builds this as a hybrid print and mobile experience. Readers are prompted to download an app, developed by Mobiento, that turns the printed road into a track. The phone becomes the controller and the page becomes the environment. The payoff is simple viewer control. You move the phone. The car moves with you.

An augmented reality print ad is a piece of print that a camera can recognize as a trigger. Once recognized, an app overlays a digital layer onto the page, anchored to the printed design so the interaction feels connected to the physical medium.

In European automotive marketing, the hardest part is making driver-assist feel concrete without getting people behind the wheel.

The experience is designed to demo three features in a way print usually cannot. Lane assist, adaptive lights, and cruise control. It is not a real test drive, but it is a clear and surprisingly tactile explanation of systems that are otherwise hard to “feel” from a magazine spread.

Why this works as an explanation engine

By “explanation engine” I mean a format that lets someone experience a feature benefit in seconds, not just read about it. Driver-assist features are abstract until you see them respond to a road situation, and this setup works because the printed road plus the phone’s motion becomes a simple input loop the viewer can control. This kind of demo is worth doing when the feature’s value is easier to show than to describe.

Extractable takeaway: When the benefit is behavioural, make the user’s motion the control and the physical asset the scenario.

What the campaign is really doing for the brand

This is a positioning move as much as a product demo. It says Volkswagen brings technology into everyday life and it does it with familiar media, not only with future-facing formats. Print becomes the doorway into a mobile experience, and that contrast makes both feel more interesting.

The real question is whether your media choice can carry the product story without needing a live demo.

What to steal for your own print-to-mobile idea

  • Make the printed asset the interface. The road is not decoration. It is the input surface.
  • Choose features that benefit from simulation. Assist systems and “smart” behaviours are ideal for quick demos.
  • Keep the interaction one-step. Download, point, move. Anything more kills curiosity.
  • Provide two contexts. Summer and winter versions make the concept feel robust and replayable.

A few fast answers before you act

What is “test drive in a print ad” in simple terms?

It is a magazine ad that works with an iPhone app. When you hover the phone over the printed road, the app overlays a car on screen and lets you simulate driving along the page.

What features does the VW print-ad test drive demonstrate?

The experience is built around lane assist, adaptive lights, and cruise control, using the printed road as the scenario that triggers the system behaviours.

Why is this better than a normal print ad for tech features?

Because it shows behaviour, not descriptions. The viewer sees the system respond in a road context, which is more memorable than reading about it.

Is it accurate to call it the world’s first?

Volkswagen Norway bills it that way, and the work is widely described as an early example of augmented reality applied to print as a functional “test road”.

What is the main risk with print-to-app activations?

Friction. If install or recognition is slow, people stop. The first payoff has to arrive quickly so the novelty turns into understanding.

AXA: Mobile Service Home i-Mercial

AXA: Mobile Service Home i-Mercial

In 2010, AXA was the first insurance company in the market to launch an iPhone application for car insurance. In 2011, AXA took this one step further and developed an iPhone application for fire insurance.

“Mobile Service Home” is described as a first for the Belgian insurance market, so the product was launched with a method designed to feel just as inventive. AXA and ad agency Duval Guillaume Antwerp. Modem developed what they called an i-Mercial, a television spot for viewers to step into.

How the i-Mercial works

The mechanism is a second-screen bridge: the TV spot includes an on-screen code, and the viewer uses an iPhone to scan it. That scan unlocks an extended layer of the story on the phone, so you move from watching the house on TV to exploring what happened inside it on your own screen. Because the scan happens while the spot is still running, the viewer stays in the narrative and experiences the service logic instead of just hearing about it.

In European insurance markets, this kind of second-screen interactivity turns a passive TV spot into a hands-on service demonstration.

The real question is whether the second-screen bridge proves the service promise in the moment, not whether the format feels novel.

Why it lands

It makes “mobile service” tangible. If the promise is speed and guidance in stressful moments, an interactive format is a better proof than a claim.

Extractable takeaway: Interactive advertising works when the phone is used as a second screen to continue the story and demonstrate the service. The TV spot creates the prompt. The mobile interaction delivers the proof.

  • It gives the viewer control. The audience is not asked to remember a URL later. The action happens in the moment, and the phone becomes the interface for continuing the narrative.
  • It turns a CTA into an experience. Scanning is not a bolt-on gimmick. It is the creative idea, because it lets the viewer literally step into the ad.

Second-screen launch moves

  • Design the interaction to be immediate. If the action cannot happen in seconds, most viewers will drop.
  • Make the “next layer” worth it. The mobile extension should add narrative, clarity, or utility, not just extra footage.
  • Ensure the format matches the product. A mobile service is best launched through a mobile-driven interaction.

A few fast answers before you act

What is an “i-Mercial” in this case?

A TV commercial designed to continue on an iPhone, so the viewer can interact with the ad rather than only watch it.

How does the viewer “step into” the TV spot?

By scanning an on-screen code with an iPhone during the broadcast, which unlocks an extended experience on the phone.

Why is this a smart launch method for an insurance app?

Because it demonstrates mobile-guided service behavior immediately, instead of asking viewers to imagine how the app helps.

What is the main risk with this format?

Link rot. If the scan destination or app flow is no longer maintained, the core mechanic breaks and the campaign loses its point.

What is the most transferable lesson?

When you want people to believe a mobile service, make the first brand interaction mobile, interactive, and simple enough to complete in the moment.