Sony: Headphone Music Festival AR posters

People in Tokyo who wear headphones, or simply want to try new ones, were treated to an augmented reality music festival from Sony Japan. Four popular local rock groups were turned into original AR performances, then “played” through band tour posters placed in busy locations. Sony-branded headphone trial stations were set up nearby so anyone could join in.

The loop is clean. Spot the poster. Scan it. Get a performance that feels like it is happening in your surroundings. Then step over and compare that moment on Sony headphones.

In dense urban retail markets, AR works best when it turns everyday street media into an immediate try-before-you-buy demo.

What makes this feel like a festival, not a tech demo

The execution is essentially a pop-up concert system distributed across the city. The posters act as stages. The phone acts as the ticket. The headphone stand acts as the product trial. That chain of touchpoints is why the experience reads as “festival” rather than “app feature.”

Standalone takeaway: A retail AR activation lands when the trigger is already in public view, the payoff is instant, and the path from wow-moment to product trial is one physical step away.

The mechanism: posters as portals

Instead of forcing people into a microsite or a branded app maze, Sony uses a familiar object. The tour poster. The poster becomes the launch surface for AR content. That matters because it removes the biggest friction in mobile AR. The “what do I point my camera at” question.

In supporting materials, the technology is described as Sony’s SmartAR and a smartphone app that recognises the posters and overlays 3D performance content into the live camera view. The mechanics stay invisible to the audience. They just see the band appear.

Why it lands for headphone marketing

Headphones are hard to sell with words. Most people cannot translate driver specs into feeling. This activation sells through a direct comparison. You hear a performance, then you hear it again through the product the brand wants you to try.

It also frames Sony as the host of the music moment, not just the logo next to it. That is a stronger association than “better sound.” It is “better access to the thing you love.”

The business intent behind the street setup

The intent is not just awareness. It is footfall and trial. The AR content pulls people in, but the trial stations convert curiosity into a product experience. If you can get someone to listen for 30 seconds, you can start building preference.

What to steal from this execution

  • Anchor AR to a physical trigger people already understand. Posters, packaging, signage, tickets.
  • Make the payoff immediate. The first five seconds decide whether AR feels magical or annoying.
  • Keep the bridge to trial short. If you sell hardware, put the demo within sightline of the trigger.
  • Use content that earns replays. Music clips, reveals, limited drops, rotating “sets” work better than static overlays.
  • Design for scanning in real conditions. Glare, crowds, bad signal, rushed users. Make recognition forgiving.

A few fast answers before you act

What is the Sony “Headphone Music Festival” idea?

It is a street-based AR activation where tour posters trigger AR music performances on a phone. Sony pairs that content with nearby headphone trial stations so people can immediately test the product while they are engaged.

Why use posters instead of geofencing or QR codes?

Posters provide a clear camera target and an obvious reason to scan. They also carry cultural meaning. A tour poster already signals music and discovery, so the AR layer feels natural.

What makes AR effective for selling headphones?

It creates a controlled listening moment in an uncontrolled environment. The activation gives you a reason to put headphones on right now and compare the experience immediately.

What is the biggest pitfall in poster-triggered AR campaigns?

Recognition friction. If the scan fails or the experience takes too long to load, people abandon it. The trigger must be reliable and the content must appear quickly.

How do you measure success for this kind of activation?

Track scans per poster location, completion rates for the AR experience, and trial-station interactions. If possible, connect trial interactions to store visits or product interest signals.

Heineken Star Player

The UEFA Champions League attracts massive global audiences, and a large share of fans watch matches at home. Heineken’s release references over 150 million TV viewers watching live UCL coverage per match week in 220+ territories. Heineken and AKQA used that context to build Heineken StarPlayer, a dual-screen app designed to let fans interact in real time with the nail-biting action.

With StarPlayer, fans play along live on desktop and mobile by anticipating what will happen in key match moments, in real time. The promise is simple. Turn passive viewing into a competitive layer of predictions, banter and shared tension.

What StarPlayer actually adds to the match

The mechanic is built around micro-moments. Corners, free kicks, penalties, shots, and short time windows where a fan can commit to a forecast. If you are right, you gain points. If you are wrong, you lose ground. The point is not the points. The point is sustained attention and social comparison.

In sports sponsorship, the hard part is not reach. It is converting 90 minutes of attention into 90 minutes of participation.

Why the dual-screen idea fits the way fans really watch

StarPlayer leans into two truths. First, a lot of fans watch at home rather than in stadiums. Second, many are already using a second device during the match, either to check stats, message friends, or follow commentary. StarPlayer turns that second-screen habit into a structured game loop.

It also respects viewer control. You can engage in bursts, choose the moments you want to play, and keep your focus on the match while the phone or laptop becomes your companion layer.

What the brand is really buying

Heineken positions StarPlayer as “made to entertain” applied to sport viewing. The business intent is to make the sponsorship feel like an experience, not just a logo. If the brand becomes part of the ritual, it earns recall that is tied to real match emotions, not ad breaks.

The work later earns major industry recognition. Heineken Star Player is listed as a Cyber Gold Lion (Mobile) at Cannes Lions, credited to AKQA London.

What to steal for any live, time-boxed audience

  • Design around predictable peaks. Build interactions for moments people already lean forward for.
  • Keep the loop lightweight. A decision in seconds beats anything that competes with the main screen.
  • Make it social by default. Rivalry, banter and comparison are the fuel. Solo play is the backup.
  • Optimise for “stickiness”, not clicks. The win condition is returning to the second screen again and again during the match.

A few fast answers before you act

What is a “dual-screen” experience in sports marketing?

A dual-screen experience is when the main content stays on TV, while a phone or laptop adds a companion layer. The second screen can enable play, prediction, stats, chat, or rewards without interrupting the match.

Why do prediction mechanics work especially well in live sport?

Because sport is already a sequence of uncertain outcomes. Predictions let fans externalise their gut feel, then get instant feedback, which creates tension and repeat engagement.

What is the simplest version of Star Player a brand could copy?

Pick 5 to 10 repeatable match moments. Create one-tap predictions with a short countdown. Score it. Add a friend leaderboard. Keep everything playable in under five seconds.

How do you avoid the second screen distracting from the match?

Design for bursts. Keep interactions tied to natural pauses or peak moments. Use quick taps, not typing. The TV remains the hero.

What metrics matter for a second-screen activation?

Time-in-experience per match, repeat participation across matches, and social play rate. For brand outcomes, track recall and sponsorship attribution uplift, not just installs.

Volkswagen Beetle: Juiced Up

A billboard looks normal until you point your phone at it. Then the Beetle “juices up” into a 3D scene that spills out of the frame, turning a static poster into something you can explore.

That is the twist behind Volkswagen’s Beetle “Juiced Up” launch, created with Red Urban. Traditional out-of-home placements like billboards and bus shelters double as augmented reality markers. Download the custom app, scan the printed ad, and a 3D experience unlocks on your screen.

An AR marker is a printed visual pattern that a camera can recognize. When the app detects it, it anchors digital 3D content to the real-world poster so the animation appears to sit on top of the physical ad.

In large automotive launches, the best out-of-home work turns “I noticed it” into “I did something with it”, without asking people to learn a new behaviour.

Why AR markers work so well in out-of-home

Out-of-home already has the two things AR needs. Scale and repetition. People pass the same placements multiple times, which makes it easier for curiosity to build. Once someone scans, the experience feels like a hidden layer you only get if you engage.

The other advantage is perception. A revamp is hard to communicate through copy alone. A 3D reveal makes the “newness” feel more tangible, even if the viewer only plays for a few seconds.

What this launch is really optimizing for

This is not just about feature education. It is about reframing the Beetle’s personality and making the redesign feel more assertive and contemporary. The app is a proof device. It says “this is different” by behaving differently than a normal poster campaign.

What to steal for your next OOH-led activation

  • Make the trigger obvious. A single prompt, scan here, is enough. Let the payoff do the persuasion.
  • Anchor the interaction to the medium. If it is out-of-home, the phone should feel like a lens on the poster, not a separate experience.
  • Keep the first moment fast. If the 3D reveal does not land immediately, the novelty collapses.
  • Design for “I have to show you”. The best activations create a demo impulse that spreads in person.

A few fast answers before you act

What is “Volkswagen Beetle: Juiced Up”?

It is an out-of-home launch activation where Volkswagen posters and billboards act as AR markers. A dedicated mobile app unlocks a 3D Beetle experience when viewers scan the ads.

Why use AR markers instead of a standard QR code?

Markers make the poster itself the interface. That keeps the experience visually seamless, and it helps the 3D content feel physically attached to the real ad.

What is the main benefit of this approach for a product revamp?

It makes “newness” experiential. A 3D reveal can communicate attitude and redesign energy faster than a feature list.

What is the biggest practical risk with AR OOH?

Friction. If the app install and scan flow is slow, most people will not complete it. The reward has to justify the effort quickly.

What is the simplest way to improve completion rates?

Reduce steps and increase immediate payoff. Clear instruction at the poster, fast recognition, and an instant 3D moment that feels worth showing to someone else.