Verve - BrandOpus Chrysalis

  • Rosie Grant
This project was created in response to the Brand Opus Chrysalis live brief. The brief required us to propose a new mass-market ready-to-drink alcohol brand that looks to the future, targeted at 18-24 year olds.
I created Verve, a low calorie alcosynth drink. Alcosynth is a synthetic alcohol compound that mimics the positive effects of alcohol, without the negatives. 
Verve was inspired by the potential zeitgeist of the next five to ten years and the development of new compounds and technologies. The bottles use Augmented Reality (AR) to encourage users to interact with the people and world around them in a new way through the creation of synthetic environments. 
Verve uses Augmented Reality (AR) to encourage consumers to interact with the world around them in a new way through the projection of synthetic environments. This is how the AR translates across the packaging and into the real world.  Users ‘scan the can’ using an app to see the packaging some to life and surround them in a synthetic environment, creating a memorable and unique user experience. 
This series demonstrates how the AR would work in a social environment. The consumer uses their smartphone or other digital deviceto activate the AR environment from the can. This environment is not restricted to the can, but expands to create a full artificial world around them.
AR can be activated by scanning the can using an app, this can then be used to create unique, or location based user experiences. These could be in unusual locations, or consumer-rich areas such as commuting hubs. The AR environments can transform tedious locations or experiences into an experience that is infinitely ‘shareable’ through social media. 
By creating ‘hidden’ AR elements for the user to discover, user interaction is extended and the brand can be further promoted. For example creating AR ‘hot-spots’ where Verve is being sold. Through this the consumer becomes an explorer ‘discovering’ the synthetic world around them.