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Multi-phase experiential campaign.

THE ASK

Design an experience based on a thorough understanding of the brand and its consumers; 

Recommend different approaches to engagement employing a variety of touchpoints.

Discovery

The Market

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In 2013, the traditional toys and games market totaled nearly $22.1 billion in retail sales and overall growth was relatively moderate in 2011-13, averaging only 1.1%. (Mintel - Traditional Toys & Games  - Market Size)

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On the retail side for companies like Toys R Us, a 2014 Euromonitor report found sales across the industry through 2013 were relatively flat.
 

The Product​

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LEGO had grown astronomically, surpassing Hasbro in 2012 to become the second-biggest toy maker in terms of US sales. The company’s operating profit increased 40% from 2011 to 2012, rising to more than $1.3 billion. (Mintel)

The Consumer​

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The Adult Fan of Lego (AFOL) is a great advocate of the brand in the US; and while LEGO is much loved, there is a perceived bias towards boys and the association with boyish trends.

Insight

Consumer Insight
Humans are social by nature.


Business Insight
LEGO grabs attention in a competitive landscape through connecting and building relationships with customers.


Brand Opportunity
Through this experience, LEGO will enable customers to socialize with each other, not just online, but in the physical world, too.

Gameplan

Attract more adults in order to continue building brand loyalty and create more enthusiastic LEGO fans.

Adult Fan of LEGO

The Target Consumer: Adult Fan of LEGO (AFOL)

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25 to 50 years old
Curious
Loves to share accomplishments and ideas
Enjoys indoor activities over outdoor
Tech savvy (geek)
Learns new things through self discovery or -
research
Fan of video games and comic books

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This group is more likely than any other group to build loyalty, attract more adults to become fans, and even use LEGO as a gift to kids.

We are talking to a group that has financial sustainability and purchasing power.

CREATIVE CAMPAIGN

"What's In The Box?​

Experience Objectives

  1. Recognize and cater to the social needs of the consumer

  2. Create value for the consumer

  3. Engage in real-time

Phase 1

Challenge human curiosity by installing huge LEGO boxes around the city.

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Phase 1 KPIs

  • Social media impressions

  • Website traffic

  • Store traffic

Phase 2

Create everyday objects you would find on city streets (ex: benches, light poles, fire hydrants) and LEGO-fy them.

 

Phase 2 KPIs

  • Application downloads

  • Social media impressions

Phase 3

Invite participants through the LEGOdiscovery app to attend a community-building event where all LEGO pieces will be constructed.

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Phase 3 KPIs

  • Event attendance

  • Social media impressions

  • Conversion rate

SQUAD

Co-Strategist: Rolando Leal

Research: Brian Mortensen

Creative: Castro Desroches, Ken Sheldon

PR: Himani Gupta, Sahil Shah

MY ROLE

Consumer Segmentation // Insight Development

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