Honda Jazz Interactive TV Ad

Honda Jazz Interactive TV Ad

You watch the Honda Jazz “This Unpredictable Life” TV spot. At the same time, you open a companion iPhone app and literally “grab” what is happening in the ad. A character jumps onto your phone in the exact moment it appears on TV. Then you take that character with you and keep playing after the commercial ends.

Wieden + Kennedy London is behind this interactive TV campaign for the new Honda Jazz. The idea is simple and sharp. Use the iPhone as a second screen that syncs to the broadcast and turns a passive spot into a real-time experience. Here, “second screen” means the phone becomes the companion interface while TV stays the primary video canvas.

What the iPhone app does while the ad plays

The mechanic is “screen hopping.” The iPhone app recognises the sound from the TV ad and matches it to predefined audio fingerprints. That timing tells the app exactly which character or moment is live in the commercial, so it can surface the right interactive content on your phone in real time. Because the sync is driven by the ad’s audio, the handoff can happen on the exact beat the viewer sees on TV, which is what makes the interaction feel seamless.

In European consumer-brand marketing teams, this pattern matters most when broadcast reach and mobile engagement are owned and designed as one experience.

The real question is whether your second-screen sync can stay instant and obvious enough to feel like part of the spot, not a separate product.

What happens after you “grab” a character

Once a character lands on your iPhone, you interact with it away from the TV. You can trigger behaviours and mini-interactions, including singing into the phone to make characters react and dance. The TV spot becomes the gateway. The mobile experience becomes the engagement layer you keep.

Why this matters for interactive advertising

This is a clear step toward campaigns that treat broadcast as the launchpad and mobile as the control surface. When the second screen is tightly synchronised, you can design moments that feel native to the content people are already watching, rather than forcing a separate “go online later” call-to-action. This is worth doing when the sync is instant and the post-spot interaction is fun enough to continue without the TV.

Extractable takeaway: If you want broadcast to create action, design the mobile handoff so it happens on the same beat the viewer sees on TV, then give the phone a simple loop that keeps going after the spot ends.

This is also not the first time an iPhone engagement model starts to bridge media and action. A related example uses a similar iPhone-led interaction pattern for coupons and augmented reality: location based augmented reality coupons.

Design cues to reuse from this campaign

  • Anchor everything on a single trigger. Let the TV spot be the trigger, and let the phone pick up the same moment without delay.
  • Make the interaction obvious in one move. “Grab a character” is a clean mental model that needs almost no instructions.
  • Carry the payoff beyond the broadcast window. Treat the spot as the gateway and the phone as the layer that continues after the ad ends.
  • Keep the experience playful, not feature-heavy. Simple behaviours and reactions beat complex menus when timing is the point.

A few fast answers before you act

What is “screen hopping” in advertising?

Screen hopping is when content “jumps” from one screen to another during a live experience. Here, the TV spot triggers synchronized content on an iPhone so viewers can capture and interact with elements of the ad.

How does the Honda Jazz app sync to the TV commercial?

The app uses audio recognition. It matches the ad’s sound to predefined audio patterns so it knows what is playing at any moment and can show the right character or interaction on the phone.

What is the value of a second-screen experience like this?

It extends a short broadcast moment into a longer engagement loop. The ad becomes a gateway. The phone becomes the interactive layer that continues before, during, and after the spot.

What should a brand get right to make this work?

Timing and simplicity. The sync must feel instant, the interaction must be obvious, and the “reward” for participating must be fun enough to carry beyond the TV moment.

Black Eyed Peas: BEP360 AR music video

Black Eyed Peas: BEP360 AR music video

The smartest artists in 2011 are starting to behave like brands. Not only by releasing content, but by building experiences around it that fans can actually play with.

BEP360 is a strong example of that thinking. It packages a 360-degree, motion-controlled music video experience around The Black Eyed Peas, designed for iPhone, iPad, and iPod touch.

The core mechanic is simple. You move your device, and the camera view moves with you, giving you viewer control inside the scene. Viewer control here means you choose the camera angle in real time by moving the device. On top of that, BEP360 includes an augmented reality layer triggered by pointing the iPhone camera at the album cover for The Beginning, plus a virtual photo session feature that lets fans stage shots with the band and share them.

In global entertainment marketing, app-based experiences are becoming a practical way to deepen fandom between releases and justify paid content with participation.

The real question is whether you are building a replayable interaction fans control, or just dressing up a single-view clip with novelty features.

It is also an early signal of where “music video” can go when it is treated as a product experience rather than a clip you watch once. The app is billed as a first-of-its-kind 360-degree mobile music video, built under will.i.am’s will.i.apps banner, with augmented reality support via Metaio and 3D360 video technology referenced in early coverage.

Why this is more than a promo gimmick

The best part is the shift from passive viewing to participation. A 360-degree experience creates a reason to replay, because you cannot see everything at once. That replay value is what standard video launches rarely earn.

Extractable takeaway: If the experience gives people control over what they see, replay becomes the point, and that repeat engagement is what turns a launch into something that feels like a product.

What the AR layer adds, and what it does not

The AR trigger is not the main event. It is a novelty layer that extends the universe into the physical world, using the album cover as the marker. The real value is the combination of interactive video plus social output. Fans can create something and share it, which keeps the campaign alive without requiring more media spend.

Fan-first interactive video playbook

  • Give people viewer control. Control creates replay value.
  • Bundle features around one hero action. Here the hero action is “step inside the video”. Everything else supports that.
  • Use AR as an on-ramp, not the whole product. A quick wow moment is fine, but the experience must hold attention afterwards.
  • Design for sharing outputs. Photo sessions and remixable moments extend reach organically.

A few fast answers before you act

What is BEP360?

BEP360 is a Black Eyed Peas iOS app that turns a music video into an interactive 360-degree experience controlled by moving your device, with an added augmented reality layer triggered by the album cover.

What makes the music video “360-degree” in this case?

The camera perspective changes as you rotate or swing the phone, giving you control over where you look inside the scene while the track continues.

How does the augmented reality part work?

You point your iPhone camera at the The Beginning album cover, and the app overlays animated BEP characters and related content on screen.

Why does an app make sense for music marketing?

Because it can bundle interaction, social sharing, and ongoing fan content into one place. It gives people a reason to pay for the experience, not only consume a free clip.

What is the main risk with app-based fan experiences?

Friction. If downloads, device compatibility, or onboarding are annoying, the idea collapses. The experience has to deliver value within seconds.

Dentsu: iButterfly Location-Based Coupons

Dentsu: iButterfly Location-Based Coupons

Coupons with wings: iButterfly turns deals into a mobile hunt

Here is a great example of Online, Mobile and Shopper Marketing converging with Augmented Reality (AR), where the phone camera view becomes the backdrop while digital objects are overlaid and tied to location signals like GPS. Integrated Marketing literally put into the hands of the people.

Japanese ad agency Dentsu has started this experimental coupon download platform called iButterfly on the iPhone. The free iPhone app transforms the habit of collecting coupons into a fun little game using AR and the device’s GPS.

The mechanic: catch a butterfly, unlock a coupon

The app tasks its users with catching virtual butterflies that are flying around, each representing one or more coupons. You can even share “butterflies” with your friends via Bluetooth.

In this context, the phone camera view becomes the backdrop, while digital objects, here butterflies, are overlaid and tied to location signals like GPS.

In retail and FMCG shopper marketing, the value of this approach is that promotions become a location-linked experience, not a passive download.

Why this format works for targeted promotions

The key shift is motivation. People are not “clipping” coupons. They are playing a simple collecting game, and the reward is a deal that feels earned. That feeling is why the offer holds attention long enough to drive action.

Extractable takeaway: When an offer is packaged as a collectible tied to place and moment, it feels context-aware rather than generic. Treat location as part of the experience, and keep the capture-to-redemption path short so the “find” turns into a real reward.

What Dentsu is really prototyping here

This is less about novelty AR and more about a new distribution behavior. Turning offers into collectible objects changes how often users open the app, how long they stay in it, and how naturally they talk about it with friends.

The real question is whether your promotion can create a repeat habit, not just a one-time redemption.

This format is worth copying when you can tie the reward to a real place and keep redemption friction near zero.

It is also a rare example where “share with a friend” is not a marketing CTA. It is a gameplay action that carries the promotion with it.

Shopper activation moves to copy from iButterfly

  • Make the reward immediate. Catch. Unlock. Redeem. Long funnels kill the game loop, the simple repeat cycle of catch, unlock, redeem.
  • Use location as a story, not a filter. Place rewards where people already go, so the map feels meaningful.
  • Let sharing be part of the mechanic. A tradable object beats a generic “share this” button.
  • Keep the collection simple. If users need a manual, they will not hunt.

A few fast answers before you act

What is iButterfly?

iButterfly is a mobile coupon platform that turns deal collection into a location-based AR game. Users catch virtual butterflies on their phone and unlock coupons as rewards.

How does the AR coupon mechanic work?

Users view the real world through the phone camera. Virtual butterflies appear and can be “caught”. Each butterfly contains one or more offers, which unlock after capture.

Why is this relevant for shopper marketing?

It shifts promotions from passive browsing to active discovery. Location and gameplay increase attention, repeat usage, and the likelihood of in-the-moment redemption.

What makes it feel targeted rather than random?

Butterflies can be tied to locations and contexts via GPS. That links the offer to where the shopper is, not just who they are.

What is the biggest execution risk?

If redemption is hard or the rewards feel weak, the novelty wears off fast. The game loop only survives when the payoff is clear and friction stays low.