Cadbury Choc Paper Scissors



"Play Rock Paper Scissors against someone in another city to compete for a block of chocolate"


6x interactive vending machines linked by the internet between major cities to allow people to compete for chocolate by playing Scissor Paper Rock.


Mondelez Australia wanted a new way to engage with chocolate lovers for World Chocolate Day in 2018. Working under direction from Traffik, we built and launched an entirely new digital experience based on the classic game "Rock Paper Scissors" but played in real time between Melbourne, Sydney, Perth and Brisbane.


We fitted regular snack vending machines with a TV screen, video camera, and a sensor to detect the player's hand shapes. We connected them all together using a dedicated 4g broadband internet link, loaded them with custom software and heaps of chocolate, and released them into the wild on World Chocolate Day. 3x machines were installed in Federation Square in Melbourne, each paired with a sister machine in Sydney, Perth and Brisbane.



<p>The machine prototype was repurposed from a generic snack-vending machine. We fitted a 42inch LCD screen inside the glass, and installed an Intel NUC PC into where the cash-collection mechanism was housed. </p><p> After testing several permutations, we settled on a design that optimised the placement of the web-camera and completed the fitting of spiral dispensers at the correct size for the standard Cadbury 250gm block of chocolate.
<p>This is one of 6 crates of chocolate that were given away on the day </p><p> There were 3 crates used in Federation Square, and 1 crate was used in each of the satellite cities, Sydney, Perth and Brisbane. All in all we gave away 6 tons of chocolate over the course of the activation.
A ton of chocolate
<p>This is how the machines appeared to the public after being wrapped in vinyl and screen populated with game graphics. The PC had a 100% web-based frontend that allowed us to adjust the graphics and game mechanic in realtime from our backend server.</p><p> The machine had a capacity for 300 blocks of chocolate so over the course of the activation, each machine required a refill about every 2 hours.</p>
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Final Machines
<p>This is the plinth built for the hand sensor. The sensor we used was a Leap Motion mounted vertically and connected via a 5m Active USB3 cable to the PC inside the vending machine. </p><p>The Leap Motion is a commercial stereo IR camera array that has a great software library giving our programmers ability to detect the variety of hand shapes needed during the game, including large and small handsot.</p><p> One problem we uncovered during setup and launch was the cold weather. Our coders hadn't anticipated the variety of clothing that the Players may wear and it had trouble detecting hand shapes with long sleeves. Early in the day, we had to make on-the-fly code adjustments then continue to adjust as the day grew warmer.</p>
The Plinth
<p>We worked with Bestoh Productions to install each of the sites during the night before launch. Our crew had access to Melbourne's Federation Square at 9pm the night before launch and by 10pm it was pouring with rain. </p><p>At about 3am, we decided to install a large marquee over the top of the site to provide shelter for the machines and the expected crowds.  This  proved to be an excellent decision as the marquee became a buzzy enclave for commuters seeking shelter from the rain throughout the day.</p> <p> In contrast, our sites in Perth, Sydney and Brisbane were clear and warm during installation and sunny throughout the day.</p>
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During construction
<p>The site in Federation Square attracted a huge crowd made up on students, commuters and tourists. The site was visited by several TV crews and minor celebrities who joined in to help hand out free chocolate to passerbys and queuing crowds waiting to play the game.</p><p> Owing to the time zone difference, the machines were live in Melbourne from 6am through to 9pm to cover both East and West coast business hours.</p>
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Live day in Fed Square
<p>This is the deployed system plan for a single machine. It shows the hardware we used. It was formed as a result of several iterations tested under many scenarios. </p><p>The machines needed to be <ul><li>Easy to ship to remote locations</li><li>Simple to setup and restock</li><li>Reliable under heavy gameplay</li><li>Use the internet efficiently <br>to make the User experience as smooth as possible.</li></p>
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