Doctors Without Borders: Like Hunting

Doctors Without Borders: Like Hunting

In the last months there have been cases of people uploading photos on Facebook and successfully asking for 1 million likes. So keeping that in mind, Doctors Without Borders decided to turn their campaign idea “good intentions don’t save lives” on its head and actually make people’s intentions count.

Through a special Facebook app people could create a post and ask their friends for likes while donating 1 Danish Krone to Doctors without Borders for each like they got. Each collection was run for 48 hours and only likes from your own Facebook friends counted. By setting a maximum amount you could also make sure you don’t go bankrupt. If your friends were too slow, you could also simply decide to donate more.

At the end of each donation drive people could post a picture saying thank you to all their friends who helped them donate. The campaign’s success is described as having made it a permanent solution and can still be found running for people who want to turn their friends likes into donation.

Turning “like hunting” into a donation engine

The mechanic is deliberately simple. Here, “like hunting” means asking friends to turn their likes into a capped donation total. You post, you ask for likes, and the counter becomes money. The 48-hour window adds urgency, and the “friends only” rule keeps it personal instead of turning it into a popularity contest across strangers.

In European nonprofit fundraising, micro-donations work best when the unit action is already a habit and the rules stay frictionless.

Why this lands on Facebook

It does not fight the attention behavior. It repurposes it. People already know how to like and how to help a friend. The campaign bundles those instincts and makes the cost feel manageable by letting the donor set a cap, then top up if momentum is slow. The real question is whether a low-value social signal can become a credible donation act, and this campaign proves it can when the cost is capped and the ask stays social.

Extractable takeaway: If you want participation at scale, do not ask people to learn a new behavior. Convert an existing social reflex into a counted contribution, and make the risk feel controllable.

What the “cap” is really doing

The maximum amount is more than budgeting. It is permission. When people know they cannot accidentally overspend, they are more willing to start, and starting is the hardest step in any donation flow.

What to steal for your next donation mechanic

  • Make the unit obvious. “One like equals one krone” is instantly understandable.
  • Time-box the drive. A short window creates a reason to ask now, not later.
  • Keep it inside the social graph. Friends-only engagement protects trust and reduces spam dynamics.
  • Build in safety rails. Caps remove fear, and optional top-ups preserve ambition.

A few fast answers before you act

What is Like Hunting?

It is a Doctors Without Borders fundraising mechanic that converts Facebook likes into donations, using a short, time-boxed “drive” created by an individual supporter.

Why does “friends-only likes” matter?

It keeps the action personal and credible, and it stops the drive from turning into mass like-begging from strangers. That helps the campaign feel like helping a person, not feeding an algorithm.

What makes the cap important?

The cap reduces perceived risk. People participate more readily when they know the maximum cost upfront, and the option to add more later keeps the mechanism flexible.

Why does the 48-hour window matter?

It gives the ask a deadline, which makes supporters more likely to post now and friends more likely to respond quickly. Without that time-box, the mechanic risks becoming passive background noise.

When should brands or NGOs use this pattern?

When there is a simple, repeatable action that people already perform socially, and when turning that action into a counted contribution can happen without heavy explanation or new habits.

Volkswagen Smileage: Road Trips with Google

Volkswagen Smileage: Road Trips with Google

With the Volkswagen Smileage app, road trips are never going to be the same again. Smileage is the in-app points system you earn from trip activity and social participation. Powered by Google the app is set to socialise road trips world over.

To start earning Smileage you have to pair the app with your car and sign in with your Google account. Once synced, the app automatically connects each time you go for a ride.

Friends can then watch and comment on your journey in real time while you earn Smileage through shared photos, kilometers, checkins, comments, likes and punches, the app’s name for quick in-app interactions from other nearby Volkswagens.

The car becomes a social object

The concept here is not just “tracking”. It is making the trip legible and interactive for people who are not in the car. Because spectators can react and contribute in real time, the drive becomes more shareable and more repeatable than a private commute.

  • Automatic connection. Pair once, then the app connects when you drive.
  • Live participation. Friends can watch and comment in real time.
  • Gamified reward loop. Points are earned through trip activity and social interactions.

Why the Google sign-in matters

In global automotive and mobility brands, the growth lever is turning driving time into something other people can see and join in.

The real question is whether your product turns real-world activity into something other people can participate in, not just something you can track.

Signing in with a Google account signals that this is more than a standalone app. It is built to plug into existing identity, location, and potentially mapping behavior. That is what enables a smoother experience and a more connected ecosystem around the trip. This is the right trade when you want engagement to extend beyond the driver.

Gamification that is tied to behavior

The points system is not abstract. It is linked directly to what happens on a trip. Photos, kilometers, check-ins, comments, likes, and even “punches” from nearby Volkswagens. The incentives are designed to encourage both movement and sharing.

Extractable takeaway: When rewards map to real-world actions and make those actions socially visible, the loop feels earned and keeps paying out after the trip ends.

  1. Drive. Kilometers and check-ins create baseline progress.
  2. Share. Photos create moments worth reacting to.
  3. Engage. Comments and likes add social energy.
  4. Connect. Nearby Volkswagens add community and surprise.

In connected consumer products, engagement grows fastest when real-world activity, identity, and social participation are designed as one loop.

What to take from this if you build connected experiences

  1. Reduce setup friction. Pair once. Auto-connect later.
  2. Design for spectators. The audience is part of the experience, not just the driver.
  3. Reward real activity. Gamification works best when points map to meaningful behavior.
  4. Use social to extend usage. Trips become more memorable when others can join in.

A few fast answers before you act

What is Volkswagen Smileage?

It is an app that pairs with your Volkswagen and Google account to make road trips social, letting friends follow and comment live while you earn points for trip activity and engagement.

How do you start earning Smileage?

You pair the app with your car and sign in with your Google account. Once synced, it connects automatically each time you go for a ride.

How do you earn points in the app?

Through shared photos, kilometers, check-ins, comments, likes, and “punches” from other nearby Volkswagens.

What is the main experience benefit for users?

Road trips become shareable in real time, turning the drive into a live story that friends can react to and participate in.

What is the transferable lesson for connected products?

If you combine automatic sensing with social participation and rewards tied to real behavior, you can turn routine usage into a repeatable engagement loop.

Coca-Cola: Chok Chok

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.

The real question is whether your second-screen idea creates a one-step action people can do instantly when the media moment appears.

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.

In mass-reach consumer campaigns where TV attention and smartphone use overlap, audio-synced interactivity can turn a passive spot into a short participation window.

Why this works so well

It works because it gives the viewer control in a way TV usually does not. Here, “viewer control” means one deliberate physical action that directly drives what you get from the ad. Because the ad’s audio triggers the app and the accelerometer judges motion quality, the “catch” feels causally tied to the on-screen moment instead of feeling random.

Extractable takeaway: If you want participation in real time, design a one-second action that maps cleanly to an on-screen event, then make the feedback and reward immediate.

  • 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.

Steal this second-screen loop

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. This is the right level of interactivity for broadcast media: simple action, obvious timing, instant payoff.

  • One-second action. Choose a gesture the viewer can do immediately when the spot starts.
  • Reliable sync trigger. Use a broadcast-carried signal to trigger the experience, such as the ad’s audio.
  • Sensor validation. Use the phone sensor input to assess whether the action quality is good enough to “count”.
  • Immediate feedback. Keep the loop legible: swing, collect, win.

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.