Build with Chrome: LEGO Chrome Experiment

Google earlier this week released their latest Chrome Experiment in partnership with LEGO called “Build with Chrome”. In this case, a Chrome Experiment is a browser-based interactive demo built to show what Chrome can do.

Now anybody who visits www.buildwithchrome.com via their Chrome browser can use their mouse or touchscreen to build something out of the virtual LEGO bricks and share them directly on Google+.

Why this is a smart Chrome Experiment

This is a simple product demonstration disguised as play. It shows off what the browser can do by putting it in service of something people already understand. Building with LEGO.

Extractable takeaway: when you want people to remember a platform capability, attach it to a familiar action so the technology explains itself through use.

The real question is whether the experience makes the browser capability memorable by turning it into something people instantly know how to do.

  • Low learning curve. If you can drag and drop, you can participate.
  • Touch-ready by design. Mouse and touchscreen both make sense for “building”.
  • Social distribution baked in. Sharing is part of the experience, not an afterthought.

For digital teams building interactive brand work, the useful pattern is to turn a technical capability into a familiar act people want to repeat and share.

What Google is really demonstrating here

The business intent is bigger than a playful LEGO build. Google is using a familiar creative act to position Chrome as a browser that feels interactive, responsive, and socially connected without needing to make that case through technical claims.

That matters because people rarely remember feature lists, but they do remember the tool that let them make something quickly and show it to others. The mechanism works because the act of building becomes the proof of the platform.

What to take from this if you are building interactive brand work

This is worth stealing because the experience stays focused on one clear behavior, then lets that behavior carry the product story.

  1. Make the capability tangible. Don’t explain performance. Let people feel it.
  2. Choose a familiar metaphor. Familiar mechanics reduce friction and increase time spent.
  3. Design sharing as a natural next step. If the output is personal, people want to show it.
  4. Keep the experience single-purpose. One clear activity beats a feature kitchen sink.

A few fast answers before you act

What is “Build with Chrome”?

It is a Google Chrome Experiment built with LEGO that lets people create virtual LEGO models in the browser using a mouse or touchscreen, then share them online.

Why partner with LEGO?

Because LEGO is an instantly understood building system. It makes the digital interaction feel intuitive, playful, and worth sharing.

What is the core marketing mechanic here?

Hands-on participation. The experience turns a browser capability into a personal creation that people can publish socially.

What makes a Chrome Experiment effective?

It demonstrates a technology through an interaction people enjoy, without requiring explanation, and it encourages sharing through an output people feel ownership of.

What is the transferable lesson for digital teams?

If you want people to remember a platform capability, wrap it in a simple activity that creates something personal and shareable.

Chrome: Super Sync Sports

Google has recently released their latest Chrome Experiment called “Super Sync Sports” which allows players to convert their mobile phones and tablets into a remote control for their desktop browser.

To give it a spin visit www.chrome.com/supersyncsports/, choose a game i.e. running, swimming or cycling and then follow the instructions to sync your mobile phone. Once the sync is complete you can then play your way to victory, while the game plays out on your desktop.

What “super sync” really means in practice

The core mechanic is simple. Your desktop browser becomes the shared “big screen” for the race, while each phone or tablet becomes a personal input surface. Instead of mirroring the desktop, the mobile device acts like a controller and streams gestures to the browser in real time.

This is a classic second-screen pattern. A shared display for feedback, plus personal devices for control. It is a small idea with a lot of leverage when the onboarding is frictionless.

In digital marketing and product teams, multi-device web interactions are a repeatable way to turn passive screens into participatory experiences.

Why it lands (even when it is “just a game”)

It also makes a quiet point about distribution. The browser is the platform, so the “controller” is something people already have in-hand. That matters if you are designing for living rooms, events, retail floors, or any moment where downloads and logins kill momentum.

Extractable takeaway: When you want participation, put the rich visual feedback on a shared screen and keep input on personal devices. This lowers setup friction, supports groups naturally, and makes interaction feel immediate without specialized hardware.

The tech stack is the message

What will be interesting to see is how this type of interaction and technology is finally leveraged. The experience is described as being built on HTML5-era capabilities such as WebSockets for live synchronization, plus Canvas and CSS3 for rendering and motion. For brands, the value here is the interaction model, not the sports theme. The real lesson is not the specific APIs. It is the end-to-end pattern of low-latency input, shared feedback, and lightweight pairing.

The real question is whether you are building a one-off demo or a repeatable interaction model that people can join with the device already in their hand.

What to steal for brand experiences

  • Pairing flow: Use a short, forgiving pairing step (code on the big screen, quick join on the phone) and get to interaction fast.
  • Shared spectacle, private control: Keep the crowd watching one shared output, while each participant has a private “control lane” on their device.
  • Competition as UI: A leaderboard (even a lightweight one) can turn a demo into a repeatable loop.
  • Design for latency: Prefer simple, discrete gestures that still “feel” athletic even with imperfect connectivity.
  • Make it modular: The same controller concept can drive product configurators, quizzes, sampling stations, or event installations.

A few fast answers before you act

What is Super Sync Sports?

It is a Chrome Experiment that lets you run a sports game on a desktop browser while using a phone or tablet as the controller.

Why use a phone as the controller instead of the desktop keyboard?

It reduces the learning curve, supports multiplayer easily, and makes the interaction feel more physical. Touch gestures can map naturally to “run”, “swim”, and “cycle” without extra hardware.

What makes this pattern useful beyond games?

The same multi-device approach can turn any shared screen into a participatory surface. Think demos, audience voting, retail activations, guided experiences, or interactive storytelling where people control outcomes from their own device.

Which technologies are doing the heavy lifting?

The experience is described as using WebSockets for real-time synchronization, and Canvas and CSS3 for visuals and animation, all running in the browser.

What is the biggest risk if a brand tries this pattern?

Onboarding and latency. If pairing takes too long or input feels delayed, the magic disappears. The best executions keep the join flow short and the interaction vocabulary simple.

Google Chrome Fastball

You are not just watching a film. You are choosing what happens next. Google Chrome Fastball pulls you into the story by asking you to select actions and outcomes, so you participate in how the narrative unfolds.

The work. FastBall. A Race Across the Internet

This example is created by Bartle Bogle Hegarty for Google and is titled “FastBall. A Race Across the Internet”. It sits in that space where brand storytelling becomes interactive because the viewer can make choices that change what happens next.

How the mashup format drives participation

The concept blends YouTube, social, and app mechanics into a single flow. By mashup, this means one experience that stitches video, click choices, and social-style interaction into a single flow. The key move is that it compels you to participate in the storytelling by selecting a potential action within, or an outcome to, the story.

That works because each choice creates a small sense of ownership, which keeps attention high and makes the Chrome message feel experienced rather than merely described.

In digital brand launches, interactivity works best when the product promise is demonstrated through the format itself, not added as a slogan after the fact.

Why it fits a Chrome release message

The game is designed to celebrate a new version of the Chrome browser, with Adobe Flash Player built in. The experience itself becomes the proof point. Fast, playful, and built for the browser. The real question is whether the launch mechanic makes the product benefit feel real before the brand has to explain it. This is a stronger launch pattern than a passive film because the browser benefit is demonstrated in use.

Extractable takeaway: When the product promise is speed, ease, or fluidity, build the launch so people can feel that promise inside the experience, not just hear it in the copy.

What to steal for interactive brand storytelling

  • Turn the viewer into a decision-maker. Branching choices create participation without needing logins or complex setup.
  • Keep the choice points simple and frequent. Small decisions maintain momentum and make completion more likely.
  • Make the product benefit the mechanism. If you are selling “fast in the browser”, the experience should feel fast in the browser.
  • Design the story so every path still lands the message. Viewer control should change the journey, not break the brand point.

A few fast answers before you act

What is Google Chrome Fastball?

It is an interactive YouTube and social mashup game that turns viewers into participants by letting them choose actions and outcomes inside the story.

Who creates it?

It is created by Bartle Bogle Hegarty for Google.

What is the core interaction pattern?

Branching participation. The viewer selects a move or outcome, and the story continues based on that choice, which makes the brand message feel experienced rather than stated.

What is the launch intent behind the concept?

It is built to celebrate a Chrome release where Adobe Flash Player is built in, using a browser-native experience as the demonstration.

What should marketers copy from Fastball?

Use interactivity only when the participation mechanic helps prove the product benefit. The format should carry the message, not distract from it.