SAS TimeKiller App: for delayed flights

SAS TimeKiller App: for delayed flights

For the last two years in a row, SAS (Scandinavian Airlines) wins recognition as Europe’s most punctual airline. With their ad agency SWE Advertising Stockholm, they create a small time-wasting utility app that is not actually made for loyal SAS customers, but for customers of competitor airlines. Here, a “utility app” means a tiny set of simple time-wasters meant to fill airport waiting time, not a booking tool.

The idea is to poke fun at SAS’ rivals by suggesting their passengers will need this app from SAS because chances are their flight will be delayed and they will need something to kill time with.

Punctuality is a service promise that is easier to demonstrate through playful proof than to claim in a static ad.

Why the joke works as a positioning tool

The app is framed as “help” for the wrong audience. That reversal does two things at once. It flatters SAS’ own performance, and it gives people a sharable punchline that does not require you to know anything about the airline’s route map or pricing.

Extractable takeaway: If you have a provable operational edge, package it as “help” for the people who do not have it. The inversion makes the proof memorable and easy to retell.

What the utility format adds

A utility app earns attention differently than a film. People understand the use case immediately, and the brand is present during the exact moment when “punctuality” becomes emotionally relevant, which is waiting around with nothing to do. Because the brand shows up inside that boredom, the punctuality claim feels like lived experience rather than marketing.

In European travel markets where delays are a shared irritation, proof-based humor like this can travel faster than polished slogans.

The real question is whether your brand can turn a performance claim into something people choose to share.

Competitor teasing like this is worth doing only when your punctuality claim can withstand scrutiny.

Steal the move: playful proof of punctuality

  • Target the competitor’s pain point. The message lands because it attaches to a real frustration, delays.
  • Make the idea explainable in one line. “An app for when your airline is late” is instantly clear.
  • Let the brand voice do the selling. The confidence in the joke is the differentiator.
  • Choose a format that matches the claim. If the promise is saving time, build something that lives inside wasted time.

A few fast answers before you act

What is the SAS TimeKiller App?

It is a light utility app positioned as a set of simple time-wasters for passengers who end up waiting because their flight is delayed.

Who is the app really aimed at?

Competitor airline customers. The concept uses them as the audience so SAS can underline its punctuality by contrast.

What is the core message SAS communicates?

If you fly SAS, you should not need a time-killing app at the airport. If you fly someone else, you might.

Why is an app a smart channel for this idea?

Because it places the brand in the exact moment of frustration and boredom, which makes the message feel relevant rather than abstract.

What is the main risk with this kind of competitor jab?

If your own operational performance slips, the joke can backfire. This format works best when your proof point is consistently strong.

Vodafone: Buffer Busters AR Monster Hunt

Vodafone: Buffer Busters AR Monster Hunt

The pitch is familiar: “fastest network.” The execution is not. Vodafone Germany turns the claim into a street-level AR game where your city becomes the arena and “Buffer Monsters” become the enemy.

You walk around with an iPhone or Android smartphone, spot the monsters through the camera view, and capture them. Once you’ve banked 50, you take them to a nearby Vodafone store to “dump” them and keep playing. Top performers compete for a lifetime plan.

Gamified AR is a neat way to convert an abstract network promise into something people can experience with their own movement and time.

Turning buffering into a villain you can catch

The smartest move here is the metaphor. “Buffering” is a universal pain, so the campaign gives it a face, then gives you a job: remove slowness from the streets.

That story does two things at once. It makes the “fast network” positioning emotionally legible. It also creates a reason to keep playing beyond novelty, because the monsters represent a real frustration.

The mechanic: capture loop, then a store-based reset

The gameplay loop is intentionally simple:

  • Discover: find monsters while moving through real locations.
  • Capture: use the phone view to trap them.
  • Capacity cap: collect up to 50 before you hit the limit.
  • Reset in retail: visit a Vodafone store to unload the bank and continue.

The cap is not just game balance. It is the bridge to the business goal: repeat footfall into stores without making the experience feel like a coupon hunt.

In German consumer telecom marketing, a speed claim becomes believable when people can test it with their own time and movement.

The real question is whether you can turn an abstract promise into a repeatable challenge people want to complete and retell.

Why it lands: it makes speed social and competitive

This works because it turns “my network is fast” into a contest people can prove with their own time and movement. Players are not only consuming a message. They are choosing when to play, where to hunt, and how hard to push the leaderboard, which makes the brand message feel earned rather than delivered.

Extractable takeaway: When your promise is hard to verify, build a simple loop that lets people demonstrate it, then let competition and viewer control do the persuasion.

What Vodafone is really optimizing for

On the surface, it is an AR advergame, meaning a branded game built to carry a marketing message through play. Underneath, it is a store traffic engine plus a positioning reinforcer. The store visit is framed as part of the fantasy, so retail becomes a checkpoint, not an interruption.

It is also a clean way to recruit advocates. The people who do best are the ones most likely to talk about it, because the game gives them a score they can brag about.

Steal this capture loop for your next launch

  • Personify the pain point so the product promise has an enemy to defeat.
  • Add a capacity cap to create natural “reset moments” that map to business actions.
  • Make the brand touchpoint a checkpoint, store, event, or partner location, not a forced detour.
  • Design for retell, “I caught 50 monsters and had to dump them at a store” is a complete story.

The TVC supporting the initiative is also well done, and helps explain the mythology quickly for people who never touch the app.


A few fast answers before you act

What is Buffer Busters, in one line?

An AR street game from Vodafone Germany where you hunt “Buffer Monsters” with your phone, then reset your collection by unloading them at Vodafone stores.

Why does the “50 monsters” limit matter?

It creates a loop. Players hit a cap, then have a reason to visit a store to continue, which turns gameplay momentum into retail footfall.

What business problem does this solve beyond awareness?

It converts a network claim into participation, drives repeat store visits, and builds competitive motivation through leaderboards and prizes.

What makes the story-device strong here?

Buffering is a universal frustration. Turning it into a villain gives the “speed” promise a concrete, memorable meaning.

What is the biggest failure mode for AR hunts like this?

Friction. If discovery is unreliable, capture feels inconsistent, or permissions and setup are confusing, people drop before the loop becomes rewarding.

Volkswagen virtual Golf Cabriolet app

Volkswagen virtual Golf Cabriolet app

The Golf Cabriolet is back after 9 years of absence, since production was stopped in 2002. Volkswagen together with Paris based agency ‘Agency.V.’ have come up with the worlds first augmented reality car showroom app for the iPad2, iPhone and Android. Here, augmented reality means using the phone or tablet screen as a lightweight showroom for a virtual version of the car.

The app lets you explore the vehicle and play with it’s features like opening the soft-top roof, rotating the car, checking the vehicle’s details, changing the body colour or the style of the rims. You can even take a picture of yourself with the virtual car and share each step of this experience through your social networks.

Why this is a useful AR showroom idea

This is a clean, practical use of augmented reality. It gives people a way to “handle” the car without needing a dealership visit. The experience stays focused on the things people actually want to try first. The roof open and close. The rotation. The color and rim changes. Because the app turns the screen into a hands-on showroom, the product feels easier to explore and share.

Extractable takeaway: AR product demos work best when they compress first-touch exploration into a few obvious actions people already want to try.

In car marketing, that shifts the first product interaction from the dealership to the viewer’s own screen.

What Volkswagen is really demonstrating here

The business intent is not to recreate the full dealership experience. It is to move the first high-interest product interaction into a portable format people can control, personalize, and share.

The real question is whether that kind of lightweight showroom removes enough friction to make early product interest feel immediate and worth passing on.

What to take from this if you are building AR product demos

  1. Prototype “touch” moments first. Opening, rotating, and quick configuration are the behaviors people expect before they care about specs.
  2. Keep the interaction set small and obvious. A few high-intent controls beat a feature dump in early-stage AR.
  3. Make sharing a natural outcome of exploration. A photo-with-the-product moment is a low-friction distribution mechanic.
  4. Use AR to remove the dealership barrier. The value is access and play, not realism for its own sake.

A few fast answers before you act

What is the Volkswagen virtual Golf Cabriolet app?

An augmented reality car showroom app for iPad2, iPhone and Android that lets people explore and customize the Golf Cabriolet.

What can you do inside the app?

Open the soft-top roof, rotate the car, check details, change body colour, change rim styles, and take a photo with the virtual car to share socially.

Who created it with Volkswagen?

Paris based agency ‘Agency.V.’.

Why is this a useful AR showroom idea?

It brings the core product exploration moments onto a personal screen, so people can interact with the car before any dealership visit.

Where could people download it?

From the French iTunes Store for iPhone and iPad 2, and from the Android market for Android devices.