Sukiennice: Secrets Behind Paintings

Sukiennice: Secrets Behind Paintings

The Sukiennice Museum in Krakow is one of the oldest museums in Poland, and it is reopening after a complete renovation. The problem is not the building. The problem is attention. Young people do not automatically find 19th-century Polish art interesting.

Leo Burnett Warsaw gets the challenge to pull this audience back in, and answers it with an integrated campaign anchored by the New Sukiennice augmented reality app.

The mechanic: bring paintings to life with viewer control

The app turns the visit into an interactive layer. Point your phone at selected works and the paintings come alive, revealing their stories through short films and animated moments. Instead of reading a label first, you get pulled into a scene first, then you choose to go deeper. Here, viewer control means visitors choose when to trigger the story and whether to go deeper.

In European museums trying to win younger audiences, lightweight AR can translate static collections into short, shareable stories without rewriting the institution’s identity.

Why it lands: it swaps “art history” for narrative tension

This is not about making the museum more “digital”. It is about making the first minute feel rewarding. Young visitors do not need more information at the start. They need a reason to care. That works because short films give the paintings a hook, and the phone becomes a bridge between a familiar screen habit and an unfamiliar art period.

Extractable takeaway: If the barrier is “this feels irrelevant”, do not lead with education. Lead with story. Give people one fast, emotional moment they can experience, then let curiosity pull them into context and detail.

An integrated campaign that keeps the app from being a lonely download

The real question is how you make a heritage visit feel immediately worth a young person’s time without turning the art into a gimmick.

The app plays the central role, but it does not stand alone. The campaign also uses billboards, social media and e-cards to create buzz and point people toward the experience. The intent is clear. Get young people to show up, then let the AR layer turn “I visited” into “I discovered”.

The buzz generated by the campaign is described as attracting a significant share of Krakow’s population to the museum.

What to steal for your own cultural or heritage activation

  • Start with one irresistible moment: pick a small set of works and make them unforgettable, rather than trying to animate everything.
  • Put the story before the lesson: emotion first, interpretation second.
  • Make it usable on-site: the experience should work in the gallery without long setup or instructions.
  • Design for “showing a friend”: the best museum tech spreads when people can demonstrate it in seconds.
  • Support it with media that explains the payoff: billboards and social should communicate the “why” of the visit, not just the existence of an app.

A few fast answers before you act

What is the New Sukiennice app?

It is an augmented reality museum app designed to bring selected paintings to life and reveal their stories through short film content during a gallery visit.

Why is AR a good fit for 19th-century painting?

Because the barrier is often distance. AR can add narrative entry points and context quickly, helping visitors connect emotionally before they engage intellectually.

What makes this more than a tech demo?

The app is positioned as the core of an integrated campaign. The surrounding billboards, social media and e-cards create the motivation to visit, and the on-site experience delivers the payoff.

What’s the biggest risk with museum AR?

Friction and distraction. If setup is slow, or the experience pulls attention away from the original work instead of back into it, the technology becomes the point and the art loses.

How should a museum measure success here?

Look at youth attendance lift, repeat visits, time spent in targeted rooms, and whether visitors progress from the AR moment into deeper engagement like reading labels, joining tours, or exploring more works.

FRANK Oslo: Giuliani 9/11 Tweets

FRANK Oslo: Giuliani 9/11 Tweets

You follow a Twitter feed as if it is happening now. Updates arrive minute by minute, building confusion into urgency, then urgency into shock. The feed is written from New York mayor Rudy Giuliani’s point of view, and it recreates September 11, 2001 in real time.

FRANK is a communications agency from Oslo that wants to demonstrate the power of storytelling through the right medium. To commemorate 9/11 a decade later, they recreate and share the day as a live social stream experience.

On September 11, 2011, FRANK’s Twitter feed recreated the events of that day ten years earlier in real time from Giuliani’s point of view. The feed is described as being shaped using content collected from reputable public-domain media sources.

Real-time remembrance as a platform-native documentary

The mechanism is simple and specific. A single account publishes a paced sequence of posts that map to the original timeline, written in a constrained perspective, so the audience experiences the narrative in the same format they use for breaking news.

Here, platform-native means the story is built for the feed itself, not merely promoted through it.

In crisis and remembrance communications, real-time formats can make historical events feel immediate without changing the facts.

Why it lands

The power is in the temporal constraint. Real-time pacing prevents the viewer from jumping to the ending, which recreates uncertainty and heightens attention. The Giuliani viewpoint acts as a narrative spine, giving the stream a human decision-maker and a consistent voice, rather than a collage of headlines. It is a reminder that storytelling is not only what you tell, but also how you sequence it and where you let people experience it.

Extractable takeaway: If you want audiences to feel the weight of a known story, constrain the format. Pick one viewpoint, match the original timeline, and let pacing do what exposition cannot.

What the campaign is really doing

This is a proof of medium choice. The real question is whether the medium can carry remembrance with the same urgency as the original news cycle. Twitter is not used as a promotion channel. It is used as the container for the story. The campaign demonstrates that a platform-native structure can increase empathy and attention for complex events, while staying grounded in documented reporting.

What to steal from this real-time storytelling pattern

  • Choose one perspective. A single viewpoint makes large events navigable and coherent.
  • Use timing as a creative constraint. Real-time sequencing creates tension and attention without additional production.
  • Build credibility into the sourcing. If you rely on archival material, describe your source discipline clearly.
  • Match story to medium. The most persuasive channel is sometimes the format people already trust for “live” information.

A few fast answers before you act

What is FRANK Oslo’s “Giuliani 9/11” idea?

A real-time Twitter reconstruction of September 11, 2001 from Rudy Giuliani’s viewpoint, published ten years later to let audiences experience the timeline through a live-feed format.

Why use Twitter instead of a film or article?

Because the platform format is the point. A feed is how people experience unfolding events, so the campaign uses that native behavior to recreate pacing and uncertainty.

How does the single viewpoint help?

It creates narrative continuity. Viewers follow one decision-making perspective rather than switching between fragmented sources.

What is the main credibility requirement for this pattern?

Source discipline. If you claim accuracy, you need a clear method for selecting, verifying, and sequencing archival material.

When should you use real-time reconstruction?

When the goal is remembrance, education, or empathy, and when pacing and sequence are essential to understanding the human experience of the event.

Subway “Daredevil Delivery”

Subway “Daredevil Delivery”

Subway was facing massive competition from other fast food chains in China. Mobile agency iconmobile was given the task to claim the mindsets of their target audience in an innovative way that also triggered sales.

A mobile game was created to let users step into the role of a subway delivery guy. Rather than just providing an emotional benefit, the app also included…

  • a map that provided direction to shops nearby
  • a click-2-call order function
  • a mobile coupon channel to trigger sales according to the users behaviour

Here, a mobile coupon channel means offers delivered through the phone based on what the user does in the experience, not a generic discount blast.

Why the mechanics matter

The idea combines three practical conversion tools with gameplay. A nearby-store map reduces “where do I go”. Click-to-call reduces “how do I order”. Coupons reduce “why now”. The game gives all of it a reason to be opened in the first place. This is smart mobile thinking because it makes the route from attention to order materially shorter. The real question is how to turn a branded interaction into a faster path to purchase.

Extractable takeaway: entertainment works harder when it removes friction at the exact moment interest is highest.

In mobile-led fast food categories, this matters because attention is easy to win for a moment, but ordering friction still kills intent fast.

What Subway is really trying to do

The business intent is to turn branded play into store discovery, faster ordering, and timed coupon redemption.

What to borrow for mobile campaigns

  • Attach utility to entertainment. Games can drive attention, but the built-in tools drive action.
  • Keep the path to purchase short. If ordering is a tap away, intent has less time to cool down.
  • Use behaviour to time incentives. Coupons work better when they match what the user is doing in the moment.

A few fast answers before you act

What is Subway “Daredevil Delivery”?

A mobile game campaign in China that put users in the role of a Subway delivery guy, paired with tools that could trigger real orders.

Which agency created it?

iconmobile.

What features connected the game to sales?

A nearby-store map, a click-to-call ordering function, and a mobile coupon channel based on user behaviour.

Why is this stronger than a branded game on its own?

Because the game creates attention, while the map, call function, and coupon channel give that attention a direct path to store visits and orders.

What is the key lesson for mobile?

Pair a fun mechanic with immediate utility, so the experience can convert curiosity into action without friction.