Coca-Cola: Happiness Refill

Connection as currency on Copacabana

For teens, happiness often means one thing: staying connected.

Coca-Cola in Brazil acted on this insight by creating a beachfront store on Copacabana Beach in Rio de Janeiro and installing a soda machine that delivered something more valuable than a drink.

Instead of only dispensing Coca-Cola, the machine rewarded users with free mobile internet credits. For young, emerging middle-class consumers who loved their mobile phones but could not afford generous data plans, the exchange was instantly clear and immediately useful.

How the Happiness Refill machine worked

The interaction was deliberately simple. Users accessed the machine through an exclusive Coca-Cola mobile browser. Completing the interaction unlocked internet credits directly on their phones.

No long registration. No delayed reward. Just a physical interface connected to a digital payoff.

The machine functioned as a bridge between the physical and mobile worlds, using hardware as a trigger and mobile connectivity as the reward.

Why free data landed harder than free soda

On a public beach, attention is fleeting. People move quickly, and distractions are constant.

Free data solved a real, present problem. Connectivity was scarce, valuable, and socially visible. Watching someone gain internet access in front of you created instant social proof.

The machine became a gathering point. Not because it was novel technology, but because the value exchange was obvious and human.

The business intent behind Happiness Refill

Coca-Cola’s intent was not short-term sampling.

The goal was to make the brand’s long-standing “happiness” positioning tangible for a mobile-first audience by attaching it to everyday utility. Instead of asking teens to emotionally connect with a message, Coca-Cola embedded itself into a moment of real need.

This activation reframed the brand from advertiser to enabler.

What brands can steal from this activation

  • Translate emotion into utility. Abstract values become powerful when expressed as something people actually need.
  • Design for instant payoff. Immediate rewards outperform persuasion in high-noise environments.
  • Create a public interaction. Physical touchpoints generate social visibility that digital ads cannot buy.
  • Respect economic reality. Value feels bigger when it acknowledges real constraints.

This machine also fits into a broader Coca-Cola pattern. It joins the growing number of Happiness Machines the brand has deployed globally since 2009.


A few fast answers before you act

What insight powered Coca-Cola’s Happiness Refill?

That for teens, happiness is often defined by connectivity. Free data mattered more than another free product.

What made the mechanism effective?

A simple physical interaction with an immediate digital reward. No delay, no complexity.

Why was Copacabana the right context?

The beach favors fast, visible experiences. The activation turned utility into a social moment.

What was the core business goal?

To reinforce Coca-Cola’s happiness positioning by delivering real-world value aligned with mobile behavior.

What is the transferable lesson?

When you make your brand genuinely useful in the moment, people do the distribution for you.

Nike Take Mokum: graffiti you paint by running

Boondoggle Amsterdam came up with a campaign for Nike that made running less serious. They distracted youngsters from their boring running schedules and challenged them to release their creativity on Amsterdam by using their feet as paint instead.

A Facebook app called “Take Mokum” (Amsterdam’s local nickname) was developed that allowed runners to make digital graffiti on the map of Amsterdam. All they had to do was actually run the route and upload their KMs with Nike+. The app would then paint the graffiti for them. These graffiti pieces could then be shared, and liked fanatically.

Running as a creative tool, not a discipline

The mechanism is beautifully simple: convert effort into expression. The runner designs a “tag” by choosing a route. The city becomes the canvas. Nike+ becomes the proof that the route was actually run. Then the app visualises the path as graffiti, so the output feels like art rather than exercise data.

That flips the motivation model. You are not running to hit a number. You are running to create something worth showing.

Why it lands with youngsters

This campaign taps into identity and visibility. Graffiti culture is about leaving a mark. Take Mokum lets people do that in a digital layer without vandalising anything. The “like” loop adds social reward. The route becomes content, not just a workout.

It also removes the seriousness that can make running feel like punishment. The challenge is playful. The accomplishment is shareable.

The intent: make Nike’s running promise felt, not claimed

The business intent is aligned with Nike’s broader mission to change running. Instead of telling young people that running is cool, the campaign makes running a means to do something else: create, compete for attention, and express style. The product story is embedded in the behaviour.

The result: young Amsterdam started running, and Nike’s mission to change running was actually experienced by youngsters.

What to steal from Take Mokum

  • Turn effort into an artefact. People stick with habits when the output feels worth keeping or sharing.
  • Let users design the challenge. The route is the creative input. That increases ownership.
  • Use data as validation, not as the headline. Nike+ proves the run. The graffiti is the reward.
  • Build a social loop. Sharing and liking are not add-ons. They are the motivation engine.
  • Match the culture. The campaign borrows from street expression rather than “fitness discipline”.

A few fast answers before you act

What is Nike Take Mokum?

It is a Facebook app that lets runners create digital graffiti on an Amsterdam map by running a route and uploading the kilometres through Nike+.

How does the app turn a run into graffiti?

The runner’s route becomes the “drawing”. After the Nike+ upload, the app visualises the path as a graffiti-like mark on the city map.

Why is this motivating compared to a normal running plan?

Because the reward is creative and social. You produce something you can share and get reactions to, not just a time and distance record.

What audience behaviour did this campaign aim to create?

To get young people running by making the activity feel playful, expressive, and socially visible, rather than structured and serious.

What is the key takeaway for behaviour-change campaigns?

Motivation improves when you convert effort into identity. Give people a way to express themselves, then let the community reinforce it.