Parrot AR.Drone: The Flying Banner

The Parrot AR.Drone is a quadrotor you can control with an iPhone or iPad. Instead of explaining that in copy, Beacon Communications Tokyo built an interactive web banner that lets people experience the idea.

The banner displays a QR code. Scan it and your phone becomes the controller for a virtual AR.Drone that appears inside the banner. You pilot it around the screen using your smartphone, effectively turning the ad into a small playable product demo.

In consumer electronics launches, the most persuasive interactive advertising is a playable demo that mirrors the product experience in seconds.

Why this banner stands out

Most banners talk about what a product can do. This one makes the product behaviour the message. If the AR.Drone is “controlled by your phone,” the ad is controlled by your phone. That direct mapping makes the idea instantly believable.

Standalone takeaway: If your product is an interface, let the audience use that interface inside the ad unit, even in a simplified form.

The mechanic: QR to second screen control

The QR code is not decoration. It is the bridge that turns a passive placement into a two-device experience. The banner stays on the desktop screen. Control moves to the phone. That split makes the interaction feel closer to the real product, and it also creates a small sense of “this is special” because the ad is no longer self-contained.

How it creates attention without shouting

As described in industry coverage, users could fly the drone around the page and even “blast” parts of the site to reveal the full-screen message. That gives the interaction a purpose and a payoff. It is not just movement. It is progression.

Beacon also reported unusually strong click-through performance compared to typical expectations for the placement. In this case, that makes sense. People do not click because they were interrupted. They click because they were already playing.

What to steal from The Flying Banner

  • Replicate the product, do not describe it. A short, real interaction beats a long explanation.
  • Use one clear bridge between devices. QR works here because it is immediate and simple.
  • Design an obvious payoff. A reveal, a score, a result. Give the interaction a reason.
  • Keep the controls teachable. If people cannot learn it in seconds, the banner loses them.
  • Make it readable for spectators. Movement on the main screen helps others understand what is happening fast.

A few fast answers before you act

What is “The Flying Banner” for Parrot AR.Drone?

It is an interactive web banner where scanning a QR code turns your smartphone into a controller for a virtual AR.Drone that you can pilot inside the banner.

Why is this a stronger demo than a normal video ad?

Because it lets people feel the core promise. Phone-controlled flight. through direct interaction, not description.

What role does the QR code play in the experience?

It is the handoff mechanism from desktop to phone. The desktop shows the “world.” The phone becomes the controller, matching how the real product is used.

What is the biggest risk with multi-device banner ideas?

Drop-off. If the connection step is slow, confusing, or unreliable, most users abandon before they experience the payoff.

How would you modernize this mechanic today?

Keep the principle of second-screen control, but reduce friction. Use a fast connect flow and ensure the experience is still satisfying even if someone chooses not to connect a phone.

NuFormer: Interactive 3D video mapping test

NuFormer, after executing 3D video mapping projections onto objects and buildings worldwide, adds interactivity to the mix in this test.

Here the spectators become the controller and interact with the building in real time using gesture-based tracking (Kinect). People influence the projected content using an iPad, iPhone, or a web-based application available on both mobile and desktop. For this test, Facebook interactivity is used, but the idea is that other social media signals can also be incorporated.

In large-scale public brand experiences, projection mapping becomes more than spectacle when it gives the crowd meaningful viewer control instead of a one-way show.

From mapped surface to live interface

Projection mapping usually works like a film played on architecture. This flips it into a live system. The building is still the canvas, but the audience becomes an input layer. Gesture tracking drives the scene changes, and second-screen control extends participation beyond the people standing closest to the sensor.

Standalone takeaway: Interactive mapping is most compelling when the control model is instantly legible (wave, move, tap) and the projection responds quickly enough that people trust the cause-and-effect.

Why the “crowd as controller” move matters

Interactivity changes what people remember. A passive crowd remembers visuals. An active crowd remembers ownership. The moment someone realises their movement, phone, or social input changes the facade, the projection stops being “content” and becomes “play.”

That also changes the social dynamics around the installation. People look for rules, teach each other controls, and stick around to try again. The result is longer dwell time and more organic filming, because participation is the story.

What brands can do with this, beyond a tech demo

As described in coverage and in NuFormer’s own positioning, branded content, logos, or product placement can be incorporated into interactive projection applications. The strategic upside is that you can design a brand moment that is co-created by the crowd, rather than merely watched.

When social signals are part of the input (Facebook in this case), the experience can also create a bridge between the physical venue and online participation. That hybrid loop is where campaigns can scale.

What to steal for your next mapping brief

  • Pick one primary control. Gesture, phone, or web. Then add a secondary layer only if it increases participation rather than confusion.
  • Make feedback immediate. The projection must respond fast or people assume it is fake or broken.
  • Design for “spectator comprehension.” Bystanders should understand what changed and why, from a distance.
  • Use social inputs carefully. Keep the mapping between input and output obvious so it feels fair, not random.
  • Plan for crowd flow. Interactive mapping is choreography. Sensors, sightlines, and safe space matter as much as visuals.

A few fast answers before you act

What is “interactive projection mapping” in this NuFormer test?

It is 3D projection mapping where the projected content changes in real time based on audience input. Here that input includes Kinect gesture tracking plus control via iPad, iPhone, and web interfaces.

Why add phones and web control when you already have gesture tracking?

Gesture tracking usually limits control to people near the sensor. Second-screen control expands participation to more people and enables a clearer “turn-taking” interaction model.

How does Facebook interactivity fit into a projection experience?

It acts as an additional input stream, letting social actions influence what appears on the building. The key is to make the mapping from social action to visual change understandable.

What is the biggest failure mode for interactive mapping?

Latency and ambiguity. If the response is slow or the control rules are unclear, crowds disengage quickly because they cannot tell whether their input matters.

What should a brand measure in an interactive mapping activation?

Dwell time, participation rate (people who trigger changes), repeat interaction, crowd size over time, and the volume and quality of user-captured video shared during the event window.