Durex Fundawear

If t-shirts can be digitised, then why can’t underwear. Durex Australia has unveiled “Fundawear”, billed as a first-of-its-kind wearable electronic underwear concept that allows touch to be transferred over the internet while maintaining comfort, sexiness and flexibility. The idea is simple. People in long-distance relationships can tease, tickle and tantalise even when apart.

To replicate the nuances of touch, each garment houses touch technology that connects with a real-time server to communicate between touchscreen devices and the garments. Interaction happens through a smartphone interface, translating inputs into sensation on the connected wearable.

A prototype that behaves like a campaign

What makes this work stand out is the choice to launch as an experiment, not a finished product. Fundawear is framed as a prototype, which gives the brand permission to be bold, invite participation, and trigger debate, without pretending the tech is already mainstream.

It also shifts the job of the communications. Instead of persuading people that “remote touch” is a good idea, it makes people imagine use cases. That imagination is the marketing engine.

How the technology story earns attention

The campaign leans on a clear mechanism. Touch input on a phone maps to specific zones, then the garment responds, creating a feedback loop that feels like a live connection rather than a delayed message.

When wearable technology is explained this clearly, it stops sounding like science fiction and starts sounding like an interface decision. That is when people share it.

In consumer innovation marketing, the leap from novelty to adoption happens when a physical interface makes a digital promise feel immediate, controllable, and consent-led.

Distribution strategy: invite the internet to co-author the idea

Fundawear is described as still in the experimental stage, with no confirmed release date at the time. But Durex uses that uncertainty as a hook. If you provide a creative reply to “How would you use Fundawear with your partner?” at the Durex Facebook page, you might win a free prototype.

That is a smart move. It turns the public into contributors, and it generates word of mouth that carries the concept further than a conventional product launch could.

What to steal if you are launching an unfamiliar product concept

  • Prototype publicly. Experiments can travel faster than “finished” products because people argue, imagine, and remix.
  • Explain the mechanism in one breath. If the audience cannot repeat how it works, they will not share it.
  • Design for participation. A prompt like “how would you use it?” converts curiosity into content.
  • Keep the tone playful, not clinical. For intimate categories, playfulness lowers the barrier to talk about it.

A few fast answers before you act

What is Fundawear, in plain terms?

Fundawear is an experimental wearable concept from Durex Australia. It pairs smart underwear with a smartphone interface so a partner can send touch inputs over the internet in real time.

What kind of technology does it rely on?

It relies on wearable haptics, meaning small actuators in the garment respond to signals from an app. A server connection synchronises inputs between two partners’ devices and garments.

Why launch a prototype instead of waiting for a finished product?

Because a prototype creates permission to experiment, earn press, and test cultural appetite. It also turns uncertainty into participation, which can generate more talk than a polished launch.

What is the biggest brand risk with intimate wearable tech?

Trust. The concept has to feel safe and consent-led, and the communication has to avoid any hint of surveillance or misuse. If trust breaks, the idea becomes a cautionary tale.

What is the core marketing lesson from Fundawear?

When the product is unfamiliar, the first job is not persuasion. It is making the mechanism and the imagined benefit instantly understandable, so people do the distribution for you.

Heineken Ignite

Last year I had written about StartCap, the world’s first digitally enabled bottle top. Now, Heineken has created LED based “smart bottles” that put serious tech into drinking beer.

These interactive bottles are designed to react to the gestures that already define a night out. Cheer and clink bottles together and the LEDs flash. Drink and the light pattern speeds up. Put the bottle down and it shifts into an idle “breathing” mode. The concept also includes software control so bottles can synchronize to music cues for a coordinated light show.

Heineken Ignite is a prototype bottle module that combines LEDs, motion sensing, and wireless synchronization so the bottle becomes part of the club experience, not just the drink in your hand.

What makes it more than a novelty light

What separates this from a gimmick is the engineering story. Coverage around the prototype describes an Arduino based circuit board housed in a reusable 3D printed casing that clips onto the bottom of a standard bottle. The electronics include multiple LEDs, a motion sensor to detect cheers and drinking, and wireless connectivity so the “party” effect can spread across a room.

This is also why the commercial challenge is real. In prototype form, the tech sits in an external module. To reach a mass market use case, the experience needs to be cheaper, smaller, and embedded, not attached.

In European nightlife culture, the most effective brand innovation is the kind that turns the product itself into a social signal.

Why it was shown at Milan Design Week

The concept was unveiled during Milan Design Week as part of Heineken’s future of nightlife exploration. That matters because it frames the bottle as design plus experience, not only packaging. It is a statement about how brands might use connected objects to shape atmosphere in shared spaces.

Recognition and why it matters

Heineken later reported that its Ignite bottle earned a Silver Lion at Cannes Lions 2013 for Exhibitions or Live Events, as part of a broader set of design and innovation activations. Awards do not make a product viable, but they do validate that the idea is legible as a new format for brand experience.

What to steal

  • Use the product as the interface. When the object in hand is the experience, you do not need to fight for attention elsewhere.
  • Design for social gestures. “Cheers” is a better trigger than any forced interaction because people already do it.
  • Make synchronization the payoff. One glowing bottle is a toy. A room that reacts together is a moment.
  • Prototype in public. Early demonstrations can generate press and learning long before the supply chain is ready.

A few fast answers before you act

What is Heineken Ignite?

Heineken Ignite is a prototype “smart bottle” concept that uses LEDs, motion sensing, and wireless synchronization so the bottle lights up in response to cheers, drinking gestures, and music cues in club environments.

How does the prototype work technically?

Reporting describes a clip-on module under the bottle that houses an Arduino based circuit board, LEDs, motion sensing, and wireless connectivity. The module detects motion patterns and can coordinate lighting across multiple bottles.

Why is syncing to music the key feature?

Because it turns individual behavior into shared atmosphere. Synchronization makes the experience visible at a crowd level, which is what creates talkability and makes the brand feel “in the room”.

What is the biggest barrier to commercializing a concept like this?

Miniaturization and cost. A clip-on prototype can prove the idea, but mass market use needs the tech to be smaller, cheaper, and more seamlessly integrated into production packaging.

What is the main marketing lesson here?

If you want to own a nightlife moment, design around existing social rituals. When the trigger is already natural, the experience feels additive instead of forced.

Coca-Cola: Chok Chok

Mobile and creative thinking can come together to create really compelling marketing campaigns. In this example, Coca-Cola Hong Kong created a “Chok Chok” mobile app that turned the viewer’s smartphone into a remote control for their TV ad.

To collect the Coca-Cola bottle caps that appeared on the TV screen, viewers had to swing their phones when the ad came on. Those who successfully managed to swing and collect were instantly rewarded with prizes that included cars, sports apparel, credit card spend value, travel coupons and movie tickets.

As a result the campaign was seen by 9 million people and the app got over 380,000 downloads.

For those wondering, the bottle cap collection was enabled through the audio signal of the ad, which triggered the application and synced the user’s motion with the ad. The accelerometer in the phone was also used to assess the quality of the motion. Together they were used to catch the bottle caps virtually.

However as far as I know, Honda in the UK was the first to pioneer this kind of an interactive TV ad, even though it did not receive results like Coca-Cola.

Why this works so well

  • Viewer control is the hook. The ad is not just watched. It is “played” through a simple physical action.
  • Timing creates urgency. You have to act when the ad is live, which turns media time into a moment of participation.
  • Feedback is immediate. You swing, you collect, you win. The loop is easy to understand and easy to repeat.

The reusable pattern

Start with a single, unmistakable behavior the viewer can do in one second. Then use a reliable synchronization trigger (here, the ad’s audio) and a sensor input (here, the accelerometer) to connect the phone action to what happens on screen.


A few fast answers before you act

What is Coca-Cola “Chok Chok”?

It is a Coca-Cola Hong Kong mobile app that synchronizes with a TV ad and lets viewers swing their phones to collect on-screen bottle caps for prizes.

How did the app sync with the TV ad?

The app used the audio signal of the ad as the trigger, then aligned the on-screen moments with the user’s motion so “collection” happened at the right time.

What role did the accelerometer play?

The accelerometer assessed the quality of the swinging motion, helping determine whether the viewer “caught” the bottle caps virtually.

What is the main takeaway for interactive TV and second-screen work?

Make participation effortless, tie it to a tight timing window, and reward the action immediately so the viewer feels impact in the moment.