Pepsi Max – Unbelievable Bus Shelter

Pepsi Max for its new ‘Unbelievable’ campaign rigged an ordinary bus shelter in London, to perform tricks on unsuspecting travellers.

Using a custom see-through digital display, people waiting at the bus shelter were made to believe that they were actually seeing things like hovering alien ships, a loose tiger, a giant robot with laser beam eyes and so on.

The reactions to these ‘unbelievable’ scenarios were then captured and put in the below viral video.

Why this works. Even before you talk about “tech”

The technology is impressive, but the mechanic is simple. It takes an everyday moment. It inserts a believable layer of impossible. Then it lets people do the rest. React, laugh, point, film, share.

That is the real move. It transforms passive waiting time into a story that feels personally witnessed.

The bus shelter as a “media product”

This activation treats the bus shelter like a product interface, not just a placement. It has inputs and outputs.

  • Input. People arrive with low expectations and spare attention.
  • System. A “window” that looks like reality, then breaks it in a controlled way.
  • Output. Instant emotion, social proof from nearby strangers, and a camera-ready moment.

In other words, it is not only out-of-home. It is an experience designed to be recorded and re-distributed.

What makes it shareable. And why the video is the second product

The live moment is the first product. The viral video is the second product. The second product extends the reach far beyond the street corner.

  • High signal in seconds. You understand what is happening instantly.
  • Escalation. Each new “unbelievable” scene raises the stakes and keeps attention.
  • Human faces. The reactions are the content. The brand stays present but not intrusive.
  • Social permission. If others are reacting, you react too. Then you share.

What to take from this if you build brand experiences

  1. Design the moment first. The best “viral videos” start as real-world moments people want to show others.
  2. Keep the premise instantly legible. If it needs explanation, it loses momentum.
  3. Make capture a feature. If people will film it, stage it so the footage works.
  4. Build a repeatable format. One idea, multiple scenarios, consistent payoff.
  5. Let the audience star. The most believable proof is human reaction, not brand claims.

A few fast answers before you act

What is Pepsi Max “Unbelievable” in one sentence?

It is a London bus shelter activation that used a see-through digital display to create impossible scenes, then turned real public reactions into a viral video.

Is this augmented reality?

It functions like augmented reality for the audience, because it overlays illusions onto what looks like a real street view, even though the experience is delivered through a physical digital screen.

Why do people share this kind of content?

Because it triggers instant emotion and disbelief, and it is easy to explain visually. People share it to pass on the surprise.

What is the key design principle behind the activation?

Make the better story happen in the real world. Then make it easy for the story to travel as video.

What is the practical takeaway for marketers?

When you create a moment that people genuinely want to record, distribution becomes an outcome of the experience, not a separate media plan.

Coca-Cola: Velcro Posters for Grip Bottle

A bus-shelter poster you can literally grip

Here is another cool innovation at the bus shelters. Coca-Cola has come up with a new Grip Bottle which has a better grip for holding. To let people know they printed posters with Velcro on them and placed them in bus shelters in Paris to make people interact with the grip.

The campaign was a big success as people were literally hooked on to the campaign and there was a 3.8% brand volume growth in France compared to 2007.

The campaign was created by Marcel in Paris, France.

The smartest part: the demo is the media

If the claim is “better grip,” then the fastest proof is to make you grip something. Velcro turns the poster into a hands-on argument.

Why it sticks in your head

Bus shelters give you time. And touch beats talk. You do not just read about the benefit. You feel it while you wait.

The business point

Make the new Grip Bottle noticeable, and make the “better grip” benefit instantly understandable through interaction.

What to take from this

  • When the benefit is tactile, communicate it through touch, not explanation.
  • Use high-dwell environments to earn interaction, not just impressions.
  • Keep the mechanic simple enough to repeat at scale.

A few fast answers before you act

What was the Coca-Cola Grip Bottle campaign?

A bus-shelter activation in Paris promoting Coca-Cola’s Grip Bottle by using Velcro posters that encouraged people to interact with the grip.

Where did the campaign run?

It was placed in bus shelters in Paris, France.

What outcome did the post cite?

The post cited a 3.8% brand volume growth in France compared to 2007.

Who created the campaign?

The post credits Marcel in Paris, France.

Cadbury Creme Egg: Egg-Splatting Bus Stands

Turning bus-stop boredom into a reason to play

Only available from New Year’s Day to Easter Day, the Cadbury Creme Egg is one of the best selling confections in the U.S., Canada, and the United Kingdom.

In a bid to boost Creme Egg sales in the lead-up to Easter, Cadbury’s has come up with some really unique bus shelter ideas in the UK.

Waiting for a bus is boring. Now though, you can fill this time by playing Cadbury’s first ever interactive outdoor game called Splat the Egg.

How the idea works: time, place, and a simple interaction loop

The mechanism is classic context hijack. You take a moment with unavoidable dwell time, add a clear instruction, and reward participation with a small burst of fun. The shelter becomes the interface, and the product becomes the “game object”.

In European FMCG launches with seasonal availability, interactive out-of-home can act as both reminder and recruiting surface, converting passive footfall into active brand experience.

Why it lands: it gives the viewer control over the medium

It works because it reframes waiting as choice. Instead of being stuck, you get something to do. And once one person starts, the social proof pulls in the next. A bus stop is already a small crowd. The game turns it into a moment people watch and talk about.

The business intent: make seasonal scarcity feel like an event

Creme Egg’s limited availability is built for anticipation. This activation makes that anticipation physical. It pushes mental availability ahead of Easter and ties the product to a playful ritual rather than just a purchase.

What to steal for interactive out-of-home without overbuilding it

  • Exploit dwell time. Bus stops, queues, and waiting areas are built-in attention pockets.
  • Keep the interaction legible in two seconds. If it takes explanation, it will not scale in the street.
  • Design for spectators as well as players. The crowd is part of the distribution.
  • Connect the physical to an accessible fallback. An online version extends reach beyond the locations.

A neat extension for people who cannot try it in person

Is this the future of advertising. Every lamp post and bus shelter calling out to be stroked, touched or hit?

For those who won’t have the chance to experience the real thing. You can have a go at the online version at www.cremeegg.co.uk/greateggscape/.

The Great Eggscape


A few fast answers before you act

What is Cadbury’s “Splat the Egg” bus shelter idea?

An interactive out-of-home activation that turns a bus shelter into a playable game, letting people waiting for a bus engage with a Creme Egg-themed experience.

Why choose bus shelters for an interactive campaign?

Because they come with natural dwell time. People are already waiting, so the activation converts idle minutes into engagement without asking for extra effort.

What is the core mechanism?

Context hijack plus a simple interaction loop. A clear instruction turns a waiting moment into a quick burst of fun, and the shelter becomes the interface.

What is the business goal behind this activation?

To build anticipation for a seasonal product and tie scarcity to a playful ritual that increases mental availability ahead of Easter.

What is the most transferable takeaway?

Build simple viewer control into the medium at moments of forced waiting, and design for spectators as well as participants so the crowd becomes distribution.