Coca-Cola: The Sing For Me Machine

As part of its global “Open Happiness” campaign, Coca-Cola has set up interactive vending machines in various parts of the world. In Singapore, consumers could hug for a Coke. In Korea, they could dance for a Coke.

And now in Stockholm they can sing for a Coke. The vending machine has been placed at the Royal Institute of Technology with the sign “Sing For Me” in the front.

When sampling becomes a public performance

The mechanism is simple: the machine replaces money with a human gesture. Instead of paying, you perform. Dance moves in one market. A song in another. The reward is immediate, and the moment is automatically social because other people can see it.

In global FMCG sampling and brand experience work, “gesture for reward” machines turn distribution into participation by design.

Why it lands

This works because it makes the brand promise legible without explanation. A vending machine is normally transactional and forgettable. A performance-triggered machine is a small event, and the crowd reaction becomes part of the product. The setting helps too. A campus is full of friends, cameras, and people willing to try a slightly silly thing in public.

Extractable takeaway: If you swap payment for a simple public action, you turn sampling into a story people can witness, film, and retell. That social proof travels farther than the product ever could on its own.

What to steal

  • Pick one obvious trigger: the instruction must be understood in one glance.
  • Make the reward instant: the dispense moment is the emotional payoff.
  • Design for bystanders: the format should recruit a crowd naturally.
  • Localize the gesture: keep the same principle, but choose a culturally comfortable action.
  • Capture reactions: real laughs and hesitation are the proof that the idea works.

The machine is one of a number of Happiness Machines Coca-Cola has deployed around the world since 2009.


A few fast answers before you act

What is the “Sing For Me” machine?

It is a Coca-Cola vending machine that dispenses a free Coke when people sing to it, turning a product handout into a public, participatory moment.

Why does “sing for a Coke” work as a mechanic?

Singing is visible and socially contagious. Once one person does it, others gather, react, and often try it themselves.

How is this connected to the broader “Happiness Machine” idea?

It follows the same pattern: replace payment with a feel-good interaction, then let real reactions become the distribution layer.

Where does this format work best?

High-footfall environments with social density, like campuses, events, malls, and transit hubs, where bystanders quickly become an audience.

What is the biggest risk with performance-for-reward activations?

If the action feels embarrassing or culturally off, participation drops. The trigger must feel playful, safe, and easy to attempt in public.

Fantastic Delites: Delite-O-Matic

In this latest example, ad agency Clemenger BBDO Adelaide set out to see how far people will go for a free pack of Fantastic Delites.

So a machine dubbed the “Delite-O-Matic” was created that gave people a free pack of Fantastic Delites by means of pushing a button hundreds of times or performing challenges. It was then put out on the streets to prove that because Fantastic Delites taste so good, people would go to incredible lengths to get them.

Sampling that people choose to earn

Interactive vending machines are a great way to get consumer participation and engagement on the ground. There are tons of examples out there, of which some have been covered here.

The mechanic that makes it watchable

The mechanism is effort-based reward. The machine sets an instruction, the participant complies, and the prize is dispensed only after the effort is visible. The escalating “work” becomes the entertainment, and the entertainment becomes the message.

In FMCG sampling and retail activations, interactive vending machines are a repeatable way to exchange effort for product trial.

Why it lands

This works because it turns sampling into a story people can instantly judge. The point is not only “free snack”. The point is “what would you do for it”. Each extra button press or challenge makes the product feel more desirable, and the crowd becomes a built-in audience.

Extractable takeaway: When you make the cost of entry visible, you turn a giveaway into a social moment. That moment carries the brand further than a silent handout ever could.

What to steal

  • Make the exchange legible: people should understand the rule in one glance, and the effort should be obvious on camera.
  • Escalate, then release: tension comes from “will they do it”. Satisfaction comes from the dispense moment.
  • Keep the prize simple: the product is the hero. The machine is the stage.
  • Design for bystanders: the best sampling stunts recruit a crowd even before the first pack comes out.
  • Let participation become proof: the more people comply, the stronger the implicit claim becomes.

A few fast answers before you act

What is the Delite-O-Matic?

It is an interactive vending machine activation that dispenses a free pack of Fantastic Delites after people complete button-mashing or challenge-style tasks.

Why use effort instead of a simple giveaway?

Effort creates a story. It increases attention, pulls in bystanders, and makes the reward moment feel earned, which boosts recall and sharing.

What’s the key behavioral trick?

Visible commitment. When people publicly invest effort, the product feels more “worth it”, and the scene becomes entertainment for everyone around.

Where does this work outside snacks?

Anywhere trial is the goal and the product is easy to dispense or unlock. Beauty samples, quick-service food, entertainment promos, and event activations.

What’s the main risk?

If the tasks feel humiliating or unfair, the tone can flip. The sweet spot is playful challenge with a clear, quick payoff.