Coca-Cola Second Screen Reinvented

Coca-Cola Second Screen Reinvented

You are watching a Coca-Cola TV spot in Israel. Your phone lights up. A “Gett Coca-Cola” prompt appears. You tap once. Five minutes later, a special Coca-Cola package shows up at your door: a branded cooler, two Coke bottles, and a bottle opener.

From TV spot to one-tap delivery

Turn a TV ad into a one-tap order, and make “second screen” mean immediate delivery, not just engagement. Here, “second screen” means the phone acting as the immediate action surface while the TV spot supplies the trigger.

What is actually happening on the second screen

The TV spot carries an audio trigger that a smartphone can recognize. The moment the ad plays, phones with the Gett app installed receive a push notification. The viewer swipes or taps, and the order is placed in one click.

In practice, this behaves like Shazam for commerce. Except the payoff is not identification. It is fulfillment.

Why the Gett partnership is the real unlock

The ad is only half the experience. The other half is logistics.

To make the “five minutes later” promise credible, Coca-Cola partners with Gett, a local taxi app, and during the promotion Gett dispatches thousands of vehicles packed with branded coolers across Israel, ready to deliver on demand.

In FMCG and retail campaigns, the strategic value is not the novelty of a second screen, but the ability to compress media, commerce, and fulfillment into one immediate behavior.

The real question is whether the brand can remove enough friction that attention turns into action before intent cools.

Why this feels like a reinvention of TV, not a gimmick

This is not a gimmick. It is a tighter piece of commercial design because the creative, transaction, and fulfillment layers are built to work as one system.

Extractable takeaway: When a campaign links attention, transaction, and delivery inside one continuous action, the medium stops acting like awareness-only media and starts behaving like a service.

It collapses the funnel

There is no gap between awareness and action. The moment of attention is the moment of purchase.

It turns “sampling” into a media format

The campaign is a TV impression plus product trial, delivered instantly.

It makes the second screen earn its place

Second screen ideas often stop at polls and hashtags. Here, the phone is not a companion. It is the checkout button.

The deeper point

This is what “buyable advertising” looks like when it is engineered end to end. By “buyable advertising,” this means media that lets a viewer move from exposure to transaction without leaving the moment.

The business intent is simple: remove the lag between media spend and product trial by turning broadcast attention into immediate, measurable fulfillment.

Media triggers action. Action triggers logistics. Logistics completes the brand promise while attention is still warm.

What to steal from this buyable-media model

  • Collapse the funnel deliberately: If you can connect attention to action in one gesture, the “ad” becomes the first step of the purchase flow.
  • Make the trigger earn its existence: Second screen only matters when it changes the outcome, not when it adds commentary.
  • Engineer fulfillment as part of the creative: The logistics promise is the product. Treat it like core campaign craft, not an ops afterthought.
  • Turn sampling into a format: Delivering the kit is the media unit. That is why this reads as more than a shoppable banner.
  • Protect trust explicitly: Any “listening” mechanic needs clear permissioning and transparency, or the whole experience flips from magic to creepy.

A few fast answers before you act

What does the TV ad do that is different?

It uses an audio trigger so phones can recognize the ad and prompt a “Gett Coca-Cola” order on the second screen.

Do viewers need anything installed for this to work?

Yes. The flow depends on the Gett app, since the notification and one-tap order happens inside Gett.

How does it deliver so fast?

Gett uses its taxi network as a delivery fleet, with cars preloaded with the cooler kits during the promotion.

Why is this more powerful than a “second screen” hashtag?

Because the second screen is not commentary. It is conversion plus fulfillment.

What is the main risk brands must manage?

User trust. Any experience that “listens” for triggers must be transparent and permissioned, or it will feel creepy, even if the mechanics work.

Coca-Cola Wish in a Bottle

Coca-Cola Wish in a Bottle

At Coca-Cola Summer Love 2015, a camp-like teen event held each year in Ganei Huga, Israel, Coca-Cola creates a moment that feels like magic. A teenager opens a special bottle, and a shooting star appears in the sky.

The mechanism is built into the packaging. Working with Gefen Team and Qdigital, Coca-Cola equips special bottles so that opening one sends a Wi-Fi signal to one of three drones. The selected drone flies up to around 1,000 feet and releases a firework that resembles a shooting star.

In live brand experiences for consumer brands, connected packaging works best when the trigger and the payoff happen in the same moment and the same place.

Why this is more than a stunt

This is a clean example of connected packaging used as an experience trigger. Here, “connected packaging” means the pack can detect a real action and trigger a response beyond the product itself. The bottle is not a container for a message. It is the switch that activates the experience. That makes the brand action feel causal and personal, because the spectacle happens at the exact moment of interaction. Connected packaging is worth doing when the payoff is instantly visible. The real question is whether the product can trigger a moment people would still want to share without needing an explanation.

Extractable takeaway: If you want a tech-enabled brand moment to feel personal, put the trigger in a familiar gesture and make the consequence show up immediately in the environment.

The pattern to steal

  • Put the trigger in the product. The experience starts when the customer does something real, not when they scan a poster.
  • Make the payoff visible. A shooting star in the sky is instantly understood, even without explanation.
  • Design for shared proof. Spectacle that happens above a crowd is naturally recorded, talked about, and replayed.

A few fast answers before you act

What is Coca-Cola “Wish in a Bottle”?

A Coca-Cola Israel activation where opening specially made bottles triggers drones to launch fireworks that resemble shooting stars.

Where does it take place?

During Coca-Cola Summer Love 2015, a teen event held in Ganei Huga, Israel.

How does the trigger work?

Opening a bottle sends a Wi-Fi signal to one of three drones, which then flies up and releases a shooting-star-style firework.

What is the core experience design idea?

Use connected packaging to turn a normal consumption moment into a visible, shareable experience that feels personally triggered.

Why does it feel personal instead of promotional?

The spectacle happens exactly when someone opens the bottle, so the crowd reads it as a consequence of a real action, not a timed show.

When is connected packaging the wrong approach?

If the trigger is unreliable or the payoff is delayed, invisible, or hard to explain, the tech becomes a distraction instead of a meaningfully triggered moment.

Coca-Cola Peace Machines

Coca-Cola Peace Machines

Small World Machines. India and Pakistan meet through a Coke

Over the years Coca-Cola keeps experimenting with vending machines and tries to make them much more than the average soda-spitter-outer. It places two machines, one in India and the other in Pakistan, and turns them into a communication portal. These “Small World Machines” allow citizens from both countries to interact with each other and complete shared tasks. Here, “shared tasks” means actions designed to be completed together, not alone. The machines reward them with a Coke. The results…

Fair Play Machines. Inter and Milan fans can only give to rivals

The success of that has inspired Coca-Cola to once again bring fighting parties together. Now instead of bringing together nations at odds, it has tapped into the rivalry between Italian soccer teams Inter and Milan.

To ease the aggression between the fans, Coca-Cola installed their “Fair Play Machines” on opposite sides of Milan’s San Siro stadium as the teams faced off. Pressing the button of one machine dropped a Coke can down the chute of that on the side of the rival team. So this way rivals could only receive Cokes from each other. The results…

The real question is whether you can design an interaction where the easiest way to get your reward is to give something to the other side first.

In global consumer brands, especially when audiences are polarized, experience rules travel further than slogans.

What this teaches about “peace” as a design problem

The strongest move is not messaging. It is creating a constraint that makes cooperation the easiest path to a reward. A constraint is a built-in rule of the experience that limits options so the intended behaviour becomes the easiest one. This works because the reward is gated behind a cooperative act, so the social friction becomes part of the game instead of a barrier. When a machine encodes that rule, behaviour shifts without anyone needing to preach.

Extractable takeaway: If you want two sides to act differently, stop asking for goodwill. Change the rules of the interaction so the smallest “yes” becomes the default move.

Design moves you can borrow from Peace Machines

  • Gate the reward behind a give-first action. Make the path to getting something run through giving something to the other side.
  • Keep the rule legible in one glance. If people need an explanation, the moment is gone.
  • Turn tension into a shared task. Use a simple co-action that feels like play, not reconciliation.

A few fast answers before you act

What are Coca-Cola “Peace Machines” in this context?

They are vending machine concepts that turn a simple Coke transaction into a social interaction, designed to reduce tension between rival groups.

What is the core mechanic of the Fair Play Machines?

Pressing the button on one machine sends a Coke to the machine on the rival side. Rivals can only receive Cokes from each other.

How do Small World Machines relate to this?

They use the same principle. A machine becomes a bridge, enabling people in opposing contexts to interact and complete shared tasks that lead to a reward.

What does “constraint” mean in experience design?

It is a built-in rule that limits options so the intended behaviour is the easiest one to choose.

What is the main design lesson for brands?

If you want behaviour change, build the rule into the experience. Make the cooperative action the trigger for the reward, and keep it simple enough to understand instantly.