With 467 participants across two boards, a clear and remarkably consistent finding emerges: Coca-Cola's most powerful craving triggers are photographic, tactile, and immediate — condensation, ice, liquid, and a real person drinking right now. Its most powerful craving killers are everything else the brand has ever done: mascots, campaigns, illustration, logo lock-ups, and conceptual art.
The finding holds consistently across both boards (n=467 completions, threshold 60%), with the highest-resonance images scoring above 96% and the highest-resistance images scoring above 97% — tight consensus at both poles. The two boards present slightly different image sets but produce structurally identical findings, which significantly strengthens confidence in the pattern.
Ten images cleared the 60% resonance threshold across both boards. They share a specific sensory grammar: cold temperature made visible, liquid in motion, and the act of drinking rendered in photographic detail. Below are all ten resonance images with their scores.
The temperature signal is the dominant trigger. The two highest-scoring images in the entire study — B2 Swatch 7 at 97.58% and B1 Swatch 12 at 96.47% — are both product-only shots saturated with the physical language of cold: ice in extreme close-up, condensation beads covering every surface, frost crystals, water-splash dynamics. No person, no setting, no narrative. Just the artifact of a cold drink rendered in maximum sensory detail.
The second trigger is embodied consumption. The drinking images (B1 Swatch 3: woman drinking, eyes closed in pleasure; B1 Swatch 9: young man drinking with eyes closed) score in the high 80s. The act of drinking in these images is not social or aspirational — it is intimate and sensory. Eyes are closed. The expression communicates physical relief, not lifestyle satisfaction. What participants are responding to is the vicarious experience of drinking, not the social proof of someone enjoying Coke.
Condensation as a standalone texture scores as well as full products. B2 Swatch 4 — an extreme close-up of a Coke can surface showing only red metal and condensation drops — scores 84.47% resonance. The logo is barely legible. What's doing the work is the texture of cold water on metal. This is a remarkable finding: the craving is triggered by physical evidence of coldness independent of product recognition.
The resonance array operates in a single register: physical, immediate, cold, and present tense. Every image in this array answers the implicit question "does this feel cold and wet right now?" The images that score highest in total attention share (both above 12%) are also the most purely sensory — no people, no copy, just ice and liquid.
The AHHH campaign image (B1 Swatch 10) is the conceptual outlier that proves the rule. It uses bold typographic treatment with an ice-filled branded glass — it's art-directed but the glass is sweating and the ice is real. It scores 68.75%, the weakest resonance score in the array. The graphic treatment puts friction between the viewer and the sensory experience. The concept is good, but it costs resonance points by mediating perception through an advertising frame.
Twelve images exceeded the 60% resistance threshold. They span an unexpected range of Coca-Cola's brand history: classic campaigns, mascots, illustrations, graphic design experiments, and logo-only executions. What unites them is a consistent structural absence: none of them shows cold liquid in a way that feels physically real and immediate.
Failure Mode 1: Mascots and characters. Three images featuring Coca-Cola's most beloved brand mascots — the illustrated Santa (78.54%), the photorealistic AI-rendered polar bear (69.27%), and the CGI hugging bears (81.57%) — all fail decisively. This is not a marginal result. Participants are actively not wanting a Coke when they see images associated with Coca-Cola's most iconic holiday advertising. The mechanism is clear: mascots displace the product. When a polar bear is holding the Coke, the sensory attention goes to the bear, not the drink. The craving circuit is short-circuited by narrative.
Failure Mode 2: Graphic design and illustration. The flat, abstract, and illustrated images — the concentric-circles logo lockup (96.67%), the folk-art bottle illustration (90.28%), the white-silhouette-bottles graphic (91.90%), and the 3D type-sculpture bottle (93.62%) — generate near-unanimous rejection. These are among the most visually ambitious executions in the set. They fail not because they're bad design, but because they are design, and design is the wrong register for triggering a physical craving. They signal "brand" when participants want to feel "drink."
Failure Mode 3: Conceptual campaigns. The "You / Me" personalized bottles (65.06%), the vintage "with Coke" retro ad (82.70%), and the flat-lay can-balloon concept (97.20%) all fall into this trap. These are advertising ideas, and advertising ideas require cognitive processing — you have to decode the concept before you can feel anything. The craving trigger is pre-cognitive, sensory, and immediate. Anything that asks the brain to think first loses the craving window entirely.
Failure Mode 4: Repetition and abundance imagery. The grid of bottle caps (67.95%) and the diagonal can grid (61.40%) score in the lower resistance range. Both show the product — actual Coke cans and caps — but in contexts that signal inventory rather than desire. The flat-lay aesthetic, harsh lighting, and overhead perspective remove the physical, tactile, three-dimensional quality that makes condensation and ice work. Abundance cancels craving: you can't be thirsty looking at a warehouse.
The resistance array can be summarized in a single principle: anything that mediates between the participant and the physical reality of the drink kills the craving. Characters mediate through narrative. Illustration mediates through style. Advertising concepts mediate through ideas. Flat-lay photography mediates through aesthetic distance. All of these are legitimate brand communication tools — none of them make you want a Coke right now.
Two images from Board 2 landed in the neutral zone — below the 60% threshold for both resonance and resistance. Both are instructive boundary cases.
Swatch 5 (40/60 resonance/resistance) shows a black-and-white woman drinking through a straw, her silhouette masked into a Coke bottle shape, set against a bold red background with the line "Each Bubble Comes With A Smile." This is a skilled piece of Coke advertising — it has a person drinking, which the resonance array rewards, but the black-and-white photography removes the sensory warmth and the conceptual "bubble = smile" equation reframes the experience as a claim rather than a sensation. It sits almost exactly at the boundary, which reveals the tipping point: photographed consumption raises resonance, but graphic mediation (the bottle-shaped mask, the tagline) pushes it back toward resistance.
Swatch 6 (51/48 resonance/resistance) — a vintage soda fountain illustration showing a cheerful waitress presenting Coke glasses — is the closest split in the dataset. The image contains actual glasses of Coke, which pulls toward resonance. The illustrated, nostalgic rendering pulls toward resistance. The near-perfect 50/50 split suggests this image activates two competing responses simultaneously: the glasses trigger craving, the illustration style triggers distance. This is the most diagnostic image in the study — it isolates exactly which visual property is doing the craving work.
The two neutral images each contain one resonance element (a person drinking, a glass of Coke) inside a resistance frame (graphic mediation, nostalgic illustration). They confirm the model: the sensory content creates pull, and the artistic or conceptual framing creates drag. Images that do both land in the middle.
| Dimension | ✓ Resonance Array | ✕ Resistance Array |
|---|---|---|
| Primary Subject | Liquid, ice, condensation, act of drinking | Characters, logos, concepts, bottles as graphic objects |
| Photography Style | High-production macro and close-up; photographic realism | Illustration, flat-lay, CGI render, graphic design, vintage print |
| Temperature Signaling | Explicit: condensation, frost, splashing water, ice visible | Absent or decorative: red backgrounds, brand red, logo color |
| Relationship to Product | Immediate and physical — the product IS the image | Mediated — the product is a prop, symbol, or concept vehicle |
| Human Presence | Solitary drinker, eyes closed, intimate physical act | No human (icon/mascot) or human framing an idea |
| Temporal Register | Present tense — happening right now | Timeless, nostalgic, or seasonal — not "right now" |
| Cognitive Load | None — immediate sensory recognition | Moderate to high — decode concept, identify character, read copy |
| Dominant Emotion | Physical relief, pleasure, thirst satisfaction | Brand recognition, nostalgia, amusement (none of which trigger thirst) |
| Color Temperature | Cool — blue ice tones, silver condensation, dark amber liquid | Warm — brand red dominates; no cool temperature contrast |
| Brand Visibility | Present but secondary — label appears naturally on product | Primary or sole visual element |
The data reveals a surprisingly coherent decision logic. Participants are not consciously evaluating these images as advertisements. They're running a rapid sensory check: does this make my body recognize the experience of drinking a cold Coke? That check is pre-rational, pre-narrative, and pre-brand. It operates entirely on physical cues.
The most powerful of those cues, in order of apparent importance from the data, are: (1) visible evidence of cold temperature — condensation, frost, ice — as tactile proof; (2) the physical act of drinking rendered in close-up and from a sensory rather than social point of view; (3) the actual amber-brown color of the liquid, which appears in almost every resonance image and disappears almost entirely from the resistance array; and (4) the three-dimensional, light-catching, wet physicality of the product in real space, as opposed to flat, graphic, or stylized representations.
What participants are systematically rejecting is brand mythology — all of the accumulated storytelling, characters, campaigns, and aesthetics that Coca-Cola has built over a century of advertising. The rejection is not hostile; it's simply that those elements don't trigger the craving circuit. Santa, polar bears, personalized names, folk art, graphic campaigns — these are all enormously successful brand assets for generating recognition, affinity, and emotional warmth. None of them make you physically want to drink a Coke right now.
This study measured a single, specific psychological outcome: the desire to drink a Coke right now. It did not measure brand affinity, purchase intent, long-term loyalty, or emotional connection. Coca-Cola's mascots, seasonal campaigns, and graphic design campaigns are likely highly effective at building brand love, seasonal relevance, and cultural currency. The finding here is that those same assets do not trigger thirst. Brands should use them with clear-eyed awareness of what they're buying: warmth and recognition, not craving.
For point-of-sale, digital advertising, and any context where the goal is to convert a passive viewer into a thirsty buyer, the sensory-realism approach dominates. The images that scored 96–97% resonance would function as effectively in a refrigerator door cling as in a social ad unit.
For brand campaigns, seasonal activation, and cultural moments, the resistance-array imagery likely performs better on brand metrics (recall, affinity, social engagement) even as it underperforms on craving. The bears and Santa generate warmth and seasonal association; they just shouldn't be the creative solution when the brief is "make someone want a Coke."
For AI-generated imagery specifically: the photorealistic AI polar bear (B1 Swatch 11, 69.27% resistance) scores significantly worse than its classic hand-illustrated counterpart might — but still better than the fully CGI cartoon bears. The pattern suggests that uncanny-valley photorealism applied to mascot characters may be the worst of both worlds: too real to read as illustration, not real enough to trigger sensory response.
Sample size and confidence level: With 467 completions across two boards (2,331 and 2,352 total dot placements respectively), this study operates in the range where strong patterns can be reported with meaningful confidence. The language used throughout this report ("clear pattern," "consistent preference," "strong consensus") reflects a sample above the n=30 threshold for pattern-level claims. The consistency of findings across two independent boards with partially overlapping image sets significantly strengthens confidence in the core finding.
What the threshold means: The 60% array threshold means that images in the resonance array had at least 60% of their dot placements be green, and images in the resistance array had at least 60% of their dot placements be red. Several images cleared 90–97% — these represent near-unanimous consensus, not marginal patterns.
What this study does and doesn't measure: This study measures a narrow psychological response: the visual trigger of a craving for Coca-Cola in the moment of viewing. It does not measure brand recall, advertising effectiveness, purchase intent, or long-term brand health. Findings should be applied specifically to craving-trigger creative goals, not generalized to all brand communication objectives.
Demographic caveat: Without demographic breakdowns, it is unknown whether age, cultural background, or relationship to Coca-Cola (heavy drinker vs. occasional vs. non-drinker) modulates the patterns found here. The seasonal imagery (Santa, bears) may perform differently with audiences for whom those characters are deeply nostalgic. Validation studies with demographic segmentation are recommended before using these findings to make large-scale creative decisions.
Suggested follow-up research: (1) A study varying only temperature signaling — same product, same composition, with and without condensation — to isolate the cold-temperature cue. (2) A study testing these findings against actual reported craving or purchase behavior to validate the craving-trigger model. (3) Demographic segmentation to understand whether the mascot rejection is consistent across age groups or driven primarily by younger participants.