Apple iPhone Bay

Overview

The objective for the “iPhone can do whaaaat?” experience bay pilot project was to increase customer awareness of popular iPhone features and benefits at retail stores.
The pilot took place at five stores across the US and two stores in the UK and received a glowing review by 9to5mac.com.

Year: 2020

Role

INTERACTIVE DESIGN

UI DESIGN

DESIGN SYSTEMS

ANIMATION

RETAIL DESIGN

Team

CREATIVE DIRECTOR

JEFF WHITNEY

SENIOR ART DIRECTOR

AMARIDES MONTGOMERY

ART DIRECTOR

ANDREW LEUNG

COPYWRITER

GARY BAKER

Overview

The objective for the “iPhone can do whaaaat?” experience bay pilot project was to increase customer awareness of popular iPhone features and benefits at retail stores.
The pilot took place at five stores across the US and two stores in the UK and received a glowing review by 9to5mac.com.

Year: 2020

Role
Team

INTERACTIVE DESIGN

UI DESIGN

DESIGN SYSTEMS

ANIMATION

CREATIVE DIRECTOR

JEFF WHITNEY

SENIOR ART DIRECTOR

AMARIDES MONTGOMERY

ART DIRECTOR

ANDREW LEUNG

COPYWRITER

GARY BAKER

Bay Design

Careful consideration for the number of iPhones displayed and the spatial distance between them was important so we could optimize the amount of people who would comfortably interact with the bay at the same time.

04-iPhone-Bay-C-Carousel
Bitmap
Bitmap-1

Sync moment

The primary goals of the sync moment was to attract customers from a distance and prevent screen burn on the iPhones. We worked with the creative tech team to develop a visually appealing animation that was fluid across all the iPhones using only code due to the file size limitation.

Feature Stories

Our solution was to create interactive mini-stories for twenty iPhone features on iPhones that customers could engage with.
The stories were playful and followed the familiar iOS design system, including the interaction models to make each experience as intuitive as possible. This was achieved by working closely with the different teams being represented.

Accessibility Considerations

We had to factor in accessibility for retail spaces which meant that all stories had to be accessible for someone who can only reach the bottom row. Our solution was to have one iPhone contain all the stories on the bottom row, which ended up getting the most usage.

Metrics

40%

of store traffic noticed

A large number of people noticed the bay in the store, with the highest recall among Discovery shoppers.

7%

of store traffic visited

The bay performed well compared against existing bays, receiving more traffic than Collections, Photography, Gaming and other bays with products for sale.

88%

were unassisted

Visitors easily navigated the bay without assistance. But engagement and time spent at the bay only went up when assisted.

:50

average
visit

The iPhone Bay had no products for sale, but managed to hold many customers for almost a minute. With an average time across all bays at 83.76 seconds.

40%

of store traffic noticed

A large number of people noticed the bay in the store, with the highest recall among Discovery shoppers.

7%

of store traffic visited

The bay performed well compared against existing bays, receiving more traffic than Collections, Photography, Gaming and other bays with products for sale.

88%

were
unassisted

Visitors easily navigated the bay without assistance. But engagement and time spent at the bay only went up when assisted.

:50

average
visit

The iPhone Bay had no products for sale, but managed to hold many customers for almost a minute. With an average time across all bays at 83.76 seconds.

Next Project

COPYRIGHT 2026 © THE CREATIVEBONE | ALL RIGHTS RESERVED

COPYRIGHT 2026 © THE CREATIVEBONE | ALL RIGHTS RESERVED

COPYRIGHT 2026 © THE CREATIVEBONE | ALL RIGHTS RESERVED

COPYRIGHT 2026 © THE CREATIVEBONE
ALL RIGHTS RESERVED

COPYRIGHT 2026 
© THE CREATIVEBONE
ALL RIGHTS RESERVED