AtlysMaking the World Feel Easier to Reach
Experiential strategy · On-ground activation · Interactive experiences · Selected pitch
Experiential Platform · Selected PitchSelected pitch. A connected experiential platform that turned simplicity into something people could physically experience.
01 / The business problem
International travel is exciting. Getting the visa rarely is. The process can feel complicated and uncertain, particularly for people who have experienced rejections or heard stories about difficult applications. Atlys simplifies the journey by helping travellers secure visas for more than 120 countries. The challenge was to translate this functional advantage into memorable public experiences that could build awareness and demonstrate how simple international travel could feel with Atlys.
02 / The strategic response
Instead of explaining the service through conventional product communication, we turned simplicity into something people could physically experience. The pitch was built around one clear thought: with Atlys, the world feels easier to reach.
The ideaWITH ATLYS, THE WORLD FEELS EASIER TO REACH.
03 / How it came to life
We developed four connected activation routes for malls and other high-footfall locations. Each used a different form of participation, but all made the same proposition physical: with Atlys, the world feels easier to reach. TRAVEL HOPSCOTCH A hopscotch grid replaced traditional numbers with countries and continents, allowing participants to jump from one destination to another before being invited to explore visa options through Atlys. THE DIGITAL GLOBE A touch-sensitive digital globe connected familiar mall objects to international destinations. Tapping an object revealed where it could take you and how Atlys could help make the journey possible. ERASE THE BAD VISA MEMORIES Colourful travel-inspired erasers became memorable giveaways carrying the promise that Atlys could help erase the anxiety associated with difficult visa experiences. VISASWEEPER A Minesweeper-style touchscreen game turned visa uncertainty into play. Participants moved towards approval, encountered playful rejection moments and ended at a QR code or lead form connected to Atlys.
The connected experience
Four routes. One proposition.
Each route attracted attention differently, but connected participation back to the Atlys proposition.
01
Travel Hopscotch
A hopscotch grid of countries instead of numbers, so travelling the world became a simple physical action.
02
The Digital Globe
A touch-sensitive globe linking everyday mall objects to destinations, turning shopping into destination discovery.
03
Erase the bad visa memories
Doughnut, pizza and ice cream shaped erasers that made the benefit memorable and portable.
04
VisaSweeper
A Minesweeper-style touchscreen game that turned visa uncertainty into play, closing on a QR code to the Atlys platform.
04 / What I led
My scope of work
- →Strategic framing and the central proposition
- →Experiential concept development across all four routes
- →Activation planning for malls and high-footfall locations
- →Campaign copy, helping shape the selected strategic and creative direction
05 / What the platform delivered
Selected
Strategic and creative direction
4
Connected activation routes
One
Proposition made physical
Malls
And high-footfall locations
Concept work developed as a pitch. Visuals are mock-ups of the proposed activations.
From the campaign



