Case Studies

Case Study

Eurocamp

By Squad

How can we align all our marketing behind a powerful positioning that will change perceptions of our brand?

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Case Study

Family Action - Family Monsters Project

By And Rising

Helping 38 million Brits face their ‘Family Monsters'. In a time of huge uncertainty, and with so many important causes competing for our attention, we have overlooked what’s closest to home: the family.

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Case Study

GambleAware - Can We Have Our Ball Back?

By And Rising

Is gambling taking away our love for the game? Match day ad breaks are wall to wall with gambling adverts shamelessly targeting fans of all ages and contributing to problem gambling in the UK. The new campaign by And Rising asks the nation - "Can we have our ball back?"

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Case Study

Yo! Sushi

By Fortnight Collective

To celebrate London Pride, YO! Sushi wanted to do something more than just hoisting the iconic rainbow flag. They wanted to support, help fund and help create a more positive future for the LGBTQ+ community.

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Case Study

Making Eurotunnel Famous Again

By Southpaw

Our client Eurotunnel Le Shuttle wanted to recapture the excitement and pride there was at the start of Eurotunnel’s life, 25 years ago. We used in depth audience insights to help build a campaign that had maximum impact, and to drive summer ticket sales.

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Case Study

Unlocking a Honda audience: Are You Type R?

By Southpaw

Working to the insight that Type R is not just a car, it’s an attitude – a ‘Type’ of person who loves the notion that “with risk comes reward”. We developed a campaign called “Are You Type R?” including a range of filmic, print, social/digital assets, and exceeded the sales KPI.

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Case Study

Helping Millions Of Women, Relax, Breathe & Let Go.

By Southpaw

Having closed the famous Spa and turned their focus to indulgent, well-being products, Sanctuary Spa asked us to create a brand purpose strategy and campaign that re-established them as the brand that exists to ‘Make Women Feel Wonderful’, and saw a 37% sales uplift as a result.

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Case Study

Targeting personalities to rise awareness for Slack

By Total Media Group Ltd.

In this campaign, we helped Slack raise its awareness by using behavioural insight tools to target and reach the most relevant and influential people for the brand.

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Case Study

Bringing a healthy eating revolution to the masses

By Total Media Group Ltd.

Using behavioural insights we successfully launched Nakd's first ever TV campaign, which helped them achieve their best sales period ever.

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Case Study

Changing perceptions to drive installs for TikTok

By Total Media Group Ltd.

On this campaign with TikTok, we needed to generate higher awareness and increase TikTok's overall user base in Europe.

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Case Study

Cash-forward - Yonda

By Mr.President

The new Cash-Forward card for the money you look forward to spending

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Case Study

Tapping into sensory sampling & neuroscience to launch NPD successfully

By HeyHuman

Using our behavioural approach, we identified the key comparison as ‘me-time’ treats like wine or snacks you have in the evening. These are so established that we believed that only sensory sampling would convince people to take the ‘risk’ of trying something new.

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Case Study

Creating a unique sensory experience to amplify the brand

By HeyHuman

Through neuroscience-based insight & research on the interplay between the senses we knew how altering one sensory aspect can dramatically alter the perception of flavour. We invited people to open-up their senses to the unique sensory stimulation that Guinness FES offers.

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Case Study

Google Cloud Customer Reference Program

By Distillery

In the race to be the number one public cloud provider, customer references are turbo fuel. Distillery develops stories that are shared around the world, of Google Cloud customers that are using Google solutions to advance their businesses—and serve their own customers better.

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Case Study

Re-defining casual gaming to reconnect with Pearl’s Peril

By HeyHuman

We used our behavioural approach & our user research to develop profiles which unlocked the reality of user needs, particularly ‘Habitual Space Seekers’ – their meaningful real-life comparison for the time they spent playing Pearl’s Peril was ‘me time’ activities, not other games

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