
THE SMART BALL THAT KICKS OUT SEDENTARY LIFESTYLES
According to studies, 70% of kids know how to operate a tablet, but only 30% know how to ride a bike. Kid’s sedentariness is a raising worldwide issue.
How can Nesquik, the brand that encourages kids to play actively, help to balance their lives between the digital world and the real world?
TECHNICAL DEVELOPMENT
We created a prototype in partnership with a tech studio from Israel. What seems to be a regular football it’s also a game credit generator. It connects to a mobile phone via Bluetooth. The more the kids play with it, the more credits they get in Google Play Store.







SCHOOL PROGRAM TEST
We tested the first model in a school program in the Dominican Republic. A country with severe levels of obesity in kids.
In that school, kids didn’t interact with each other. Their break times were passive and dominated by their mobile phones. A week after we let them play with the Hackball, not only the quantity results were impressive, but also the quality time they have spent interacting together.

BECOMING A NATIONAL PROGRAM
BECOMING A NATIONAL PROGRAM
After the first test, the Hackball became part of a National Education Programme, traveling from School to School around the country.
At nqhackball.com people could follow the ball and track the results in each province.

AWARDS>
Cannes - SHORTLIST - Innovation - Creative Data / McCANN London / 2017
Clio - SHORTLIST - Product Design / McCANN London / 2017
Webby Awards - SHORTLIST - Best User Experience / McCANN London / 2017
Caribe Festival - BRONZE - Digital / McCANN London / 2017
Clio - SHORTLIST - Product Design / McCANN London / 2017
Webby Awards - SHORTLIST - Best User Experience / McCANN London / 2017
Caribe Festival - BRONZE - Digital / McCANN London / 2017