Nivea SunSlide

Kids are at the beach. They want to run, swim, and slide for hours. Parents want one thing first: sunscreen. That usually means a negotiation. Nivea flips the dynamic by turning sun protection into the game itself. It builds a slip-and-slide that sprays water-resistant SPF 50+ as kids go down. One ride applies the sunblock. The line is simple and strong: the “funnest” way to apply sunscreen. The claim is even better because it is measurable: one slide covers about 100 kids per hour.

The core move

Remove the biggest friction in kids’ sun protection by embedding sunscreen into something they already want to do.

The real problem it solves

Parents do not struggle with intent. They struggle with compliance.
Kids do not resist sunscreen because they hate protection. They resist because applying it interrupts fun.

The real question is how you make sun protection happen without making kids stop the fun.

SunSlide is a behavioral design solution. By behavioral design, I mean shaping the environment so the desired action happens as the default. It makes the protected action the entertaining action.

What gets built

A physical slide that sprays sunscreen as part of the ride. The experience does not ask kids to pause. It rewards them for participating. By turning application into the ride, it removes the interruption that triggers resistance.

In some coverage, the wider campaign context frames this against South Africa’s high skin-cancer risk and the heightened vulnerability of children, which is why “make protection automatic” becomes the creative strategy.

Why it works as brand experience

It works because the product promise is delivered as a moment of play, not a lecture.

Extractable takeaway: If you can embed a protective behavior into something people already want to do, adoption feels like participation and the brand earns trust through utility.

Utility is the message

The campaign does not tell you to protect your kids. It shows a mechanism that does it.

The product truth is delivered through physics

Water-resistant SPF is not a claim on a pack. It is the substance literally flowing through the experience.

The story is instantly repeatable

“A slide that applies sunscreen” is a one-sentence idea that travels without explanation.

The deeper point

Brand experience works best when it earns attention by being useful. This is what brand-led innovation looks like when it is honest. It takes a genuine consumer pain point, removes friction with a physical design, and makes the brand feel helpful rather than preachy.

What to borrow if you design activations

  • Find the one moment people always skip. Do not start with awareness. Start with the behavioral gap. Here, it is the interruption moment.
  • Convert interruption into participation. If the solution feels like a rule, people resist. If it feels like play, they opt in.
  • Make the benefit visible and countable. “100 kids per hour” makes the idea feel real. It turns a stunt into a scalable concept.

A few fast answers before you act

What is SunSlide?

A slip-and-slide that sprays water-resistant SPF 50+ sunscreen onto kids as they ride, making sun protection automatic.

What problem does it solve?

It removes the recurring “stop and apply sunscreen” interruption that kids resist and parents dread.

Why is it effective as marketing?

Because the product benefit is experienced, not explained. The activation becomes the proof.

What is the key behavior design lesson?

If you can embed the desired behavior into something people already enjoy, compliance becomes participation.

What is the biggest risk with this kind of idea?

If the experience feels unsafe, messy, or untrustworthy, parents opt out immediately. The execution must feel controlled, clean, and credible.

KLM: Disney’s Planes Pre-Screening on a Plane

On October 2, KLM gave 300 kids an experience of a lifetime. The lucky kids were invited to a spectacular pre-screening of the new Disney film Planes.

To make the event unforgettable, KLM held the pre-screening on an actual airplane, then used timed special effects to recreate the world of Planes in a live setting around the aircraft. KLM described it as the world’s first movie experience in and around a plane.

A movie theatre that already has wings

The clever bit is not “screening a film on a plane”. That is normal. The clever bit is synchronizing the environment with the story so the audience feels like the film has leaked into real life.

In airline and travel brands, immersive launches work best when the setting is native to the promise you sell.

The real question is whether your launch idea could only happen in the world your brand already owns.

This is worth copying because it makes the brand story feel inevitable rather than advertised.

The most memorable launches turn passive viewing into a physical moment that people can retell in one sentence.

Why it sticks

It sticks because the story, the setting, and the timed effects all reinforce the same feeling, and the audience experiences it rather than just watching it.

Extractable takeaway: Immersive brand experiences land when the environment is part of the content. If you can make the setting behave like the story, you create a memory people repeat for you.

It collapses brand and story into one setting. An airline is already a stage for travel narratives. Parking a film about aircraft inside a real aircraft makes the connection immediate.

It treats immersion as service, not spectacle. The effects are not there to show off production budget. They are there to make the kids feel looked after and included in something that cannot be repeated at home.

It earns conversation because the headline is simple. “They screened Planes on a plane” is a line anyone can pass on. The live effects turn that line into a story worth sharing.

Steal the sync-moment playbook

  • Pick a venue that makes your message inevitable. The location should do half the explaining before a single word is said.
  • Design “sync moments”. By “sync moments” I mean timed physical cues that match a few key beats so people feel the story, not just watch it.
  • Optimize for retellability. If the concept cannot be summarized in one sentence, it will not travel as earned media.
  • Make the audience the hero. For kids especially, the emotional memory is the product. The brand benefit follows.

A few fast answers before you act

What did KLM actually do here?

They hosted a pre-screening of Disney’s Planes for 300 kids inside a real aircraft and staged timed effects around the plane to mirror moments from the film.

Why is the airplane venue more than a gimmick?

Because it is native to both the brand and the story. It makes the experience feel “only possible with KLM”, which is the point of experiential work.

What makes this different from a normal premiere?

The environment is synchronized to the content, creating immersion. It is closer to live theatre than to a standard screening.

What is the business intent behind an event like this?

To build brand affinity and memorability, especially with families, by creating a high-emotion story people associate with the airline.

What is the most transferable lesson?

Choose a setting that embodies the message, then add a few well-timed sensory cues that turn viewing into a felt experience.

McDonald’s Happy Table

A child sits down in a McDonald’s Singapore restaurant, opens the McParty Run app on an NFC-enabled smartphone, and places the phone on a marked spot on the table. The tabletop immediately becomes the playfield. A McDonaldLand-style racing track appears around the phone, and the whole table turns into a shared game surface.

The idea. Turning a restaurant table into play

McDonald’s Singapore introduces Happy Table as an interactive dining concept that converts an ordinary in-store table into a digital playground for kids. Instead of handing out a traditional toy, the experience uses mobile technology to project a short, location-based game onto the table itself.

Here, “interactive dining” means the table is the shared surface for a short in-restaurant moment, and the phone is only the trigger.

How it works. McParty Run plus NFC

The mechanic is simple and deliberately physical:

  • Customers download the McParty Run mobile app.
  • The phone needs to be NFC-enabled.
  • The customer places the phone on a designated table inside the outlet.
  • Once the table detects the device, the tabletop becomes a virtual racing track, with animated characters and objects appearing around the surface.

Kids move around the table to control the game, racing to collect burgers and fries while avoiding familiar McDonald’s characters like the Hamburglar and Captain Crook. The table is the center of interaction, so the gameplay is naturally shared and social.

In family-oriented quick-service restaurants, the table is the shared touchpoint everyone already gathers around.

Why this is interesting in-store

Happy Table shifts the experience away from passive, individual screen time and toward a shared activity that fits the restaurant context. The game is anchored to the location and to a physical object. The table becomes the shared interface, and the phone becomes the trigger. Because the table is the interface, participation becomes social by default.

Extractable takeaway: If you want digital play to feel additive in a physical venue, make the venue the interface and keep the phone as the on-ramp.

The real question is whether you can turn waiting time into a branded group moment without making the meal feel harder for parents.

This pattern is worth copying when the interaction is optional, short, and anchored to a shared surface people already use.

What brands can take from this pattern

A few practical takeaways that translate beyond fast food:

  • Make the physical environment do the work. When the venue becomes the interface, the digital layer feels less like an add-on.
  • Design for group behavior, not solo attention. A shared surface encourages participation and reduces the “everyone disappears into their own screen” effect.
  • Keep it short and contextual. A quick, playful moment that fits waiting time is more natural than a long-form experience that competes with eating.
  • Use familiar brand assets in motion. McDonald’s characters and food cues make the experience instantly legible to kids.

Happy Table is created by the DDB Group and runs as a pilot at select outlets across Singapore.


A few fast answers before you act

What is McDonald’s Happy Table?

An interactive dining concept in McDonald’s Singapore that turns an in-store table into a digital game surface for kids.

What do you need to use it?

The McParty Run app and an NFC-enabled smartphone, placed on a designated table inside the outlet.

What is the gameplay?

A McDonaldLand-style racing experience where kids move around the table to collect burgers and fries while avoiding characters such as the Hamburglar and Captain Crook.

What makes it different from a typical mobile game?

The table is the shared interface. The experience is designed to be physical and social, centered on a real-world location and group play.

Where is it running?

As a pilot in select McDonald’s outlets across Singapore.