Sprite needed to raise awareness of a change, and wanted to give back and improve the connection with its hip-hop audience while doing it.
Green plastic usually comes back as a single-use item. Clear plastic can become another bottle, so The Coca-Cola Company switched Sprite, Fresca and Seagram's over and opened a bottle-to-bottle loop where a Sprite bottle can go on to become another bottle. The cost of the switch is recognition: the product is less quickly recognizable than it was.
Sprite has a long history in the hiphop scene, being one of the first brands to recognize and invest in it through “Obey Your Thirst”. Turning most of Sprite’s marketing efforts into lifestyle-led brand-awareness campaigns for a FMCG product.
Sprite made the case through music. Clear plastic works the way sampling works, where an old sound is flipped into a new track and flipped again later. Mark Ronson and MadLib made an innovative album from real sounds recorded along the recycling chain, and those ~200 sounds came out clean enough that Sprite wanted to hand them to the audience most likely to appreciate them.
What that audience wants from a brand is fun, a moment, connection, and to be acknowledged.
The Case
“Recycled Records”, a user generated content campaign for Coca-Cola & Sprite
Our Process
We treat your challenge like our own, shape ideas into a clear experience strategy and craft every detail to create experiences that create lasting connection.
“Own”
We treat your challenge like our own, bringing expertise and perspective to make every idea stronger.
We first had to understand the full context of this project. The shift to new packaging is huge for a brand like Sprite as the green color is one of their most prominent visible identifiers. This had to be big and resonate.
Our Perspective: Sharing enables connection
This digital activation-campaign needed to be easy enough to use for newbies, and extensive enough for pro’s to make something good. Sprite sharing the work of MadLib and Mark Ronson with the world gave us a second goal: we wanted to introduce a way to share the created beats.
Music is sharing, it connects people. That’s what we wanted to achieve.
Our Vision: Intuitive UI Design & Motion empowering users
Because we needed to share some insight into the reasoning of the campaign and changing up the packaging, we worked intensively with WØRKS to create an intuitive experience that allows anyone from everywhere to participate.
Our expertise: A digital activation campaign resulting in snackable sharable “beats” and assets
As 90’s kids, we know WinAMP used to keep people mesmerized for hours, so we introduced the visualizer to the mix. This visualizer shows the Recycled Records logo as little Sprite bubbles. The bubbles never skip a beat.
The video generation tool could be client-side due to recent innovations, which is something we could tap into for free without impacting infrastructure.
“Shape”
We shape ideas into a clear experience strategy, built around your audience and your objectives.
The plan: Getting the basics right
To start out we first needed to gather insights on the best methods of actually creating a beat sampler. Next to that, we needed to hook up the audio to the video and export that as one format to share.
For the experience design, we needed everything to feel seamless. We used a mix of animation, page transitions and non-boring loading animations to give people a cohesive and intuitive experience.
We wanted people to naturally go through the story’s narrative, learn about the change and interact with the sounds, have some fun or share.
Strategic choices
The visualizer actually fixes a couple of problems. Since you can’t share audio files on most social platforms, we needed to add some sort of visual, video or imagery to the beat. We didn’t have the time to create visuals or something for this sharable asset because we introduced the idea after the internal ideation/content phase.
Next to that, we used page transitions and animations in a specific way because the beat sampler obviously looks like a mechanical tool and doesn’t look like a typical user interface. We needed a way to keep people in the moment without breaking their flow. Page transitions and intro animations allow is to switch context without asking mental load too much.
“Craft”
Using experience strategy, design, motion and code; we craft every detail to create an experience that feels effortless and leaves a lasting impression.
We started with the can. Nobody arrives here from an ad. They arrive holding a physical product with a promise printed on it, and the site has to pay that promise off in the first few seconds.
Design
We invested a lot of time in testing the product, which was great fun. But we spent most of our time working on animation, smoothness, and ease of use.
WØRKS’ design had to be translated into a digital space, calling for many choices and moments to team up or innovate to improve.
Motion
Motion-wise we wanted to convey a bubbly feeling, we crafted an epic hero with snippets that look like torn record labels and used color animations to convey functionality and emotion.
Code
We found most of the creative development industry was using Tone.js, a JavaScript library that allows you to create beats.
We quickly learned everything there is to know about the technical side of creating beats, as nobody on our team has a musical background whatsoever.
We used a client-side FFMPEG tool that allows you to generate video’s on your device, allowing us to create the media people would be sharing.
We used our standard animation and templating stack to allow for a fast, accessible and seamless experience.

the sonic experience
The plastic like particles give you an equalizer of feedback on the beat you are creating. Using our experience in creative technology to prototype this interaction, proved the right choice.


"This virtual beat machine made it possible for thousands of people to make a cool beat. The export functionality allowed for socials to take over and make the campaign a success"

Process
Since we had only 5 weeks, including a week of design; we were in a hurry.
We needed the basics to be nailed to expand upon it, the motion to be right and the story to come over well.
WØRKS did an excellent job in the time they had and delivered the user interface with implementation instructions for the motion design.
During the creation, we had a ton of fun making our own beats, grouping up to listen to them and add crazy effects to the visualizer.
Scope
Result
The campaign and experiential digital experience got traction from news sites and saw a lot of activity, people making beats and featuring the website. After the campaign duration ended, the site was taken down.
We look back on an amazing project that kickstarted our ongoing collaboration with design studio WØRKS for several years.
A sampler needs four things working together: a reliable clock, a loaded sample library, a grid people can read at a glance, and a playback engine that stays in time while someone edits it. The clock is the hard part. Browser timers drift, so the sequencer has to be driven by the audio clock rather than by animation frames, otherwise the beat wanders as soon as the page gets busy. Start with the grid. Sixteen steps across a bar is the convention most people already recognise from hardware and software samplers, and it maps cleanly onto a phone screen. Give each step more than on and off, since a soft and hard state per step buys musicality without adding a single control to the interface. Group samples into kits, let people preview a sample before committing it, and allow tracks to stack so a beat can build up in layers. Load matters as much as logic. Samples should be short, compressed and fetched up front so the first tap makes a sound immediately, and the loop should already be running when someone arrives so there is nothing to start. A working example is Recycled Records, a campaign experience for Sprite that let anyone build a beat from sounds recorded inside a plastic recycling plant, made with producers Mark Ronson and Madlib. Its sampler, developed by Amsterdam creative development studio Merlin with design studio WØRKS, gives each track sixteen steps with off, soft and hard states, kits of recycling samples, stackable tracks, a tempo control and an autotune effect, all in the browser with no plugin or app.
A visualizer listens to the audio as it plays and turns what it hears into motion. In the browser that means reading the sound coming out of the audio engine, pulling out how loud or how bright it is several times a second, and turning those numbers into something on screen, usually with Canvas or WebGL. WebGL works better once you want thousands of things moving at once, since that work happens on the GPU, leaving the main thread free to handle the audio and the interaction. The design choice matters more than the technique. A visual that reacts to everything just looks like noise. Pick the one or two things that actually carry the music, and let the rest of the visual hold still. Tie the movement to something the brand already owns instead of a generic waveform, so it stays recognizable even as a small thumbnail. Recycled Records, the Sprite campaign built around an album made from the sounds of plastic recycling, does this by turning the campaign logo into bubbles that move with the beat. Switch a step on, and you see it happen right away. The bubbles never miss a beat.
The export needs to match whatever the destination actually accepts. On social platforms that means video, even when what someone made is just sound, since a plain audio file has nowhere to go on a feed. So the export takes the audio and pairs it with something visual, then combines both into one file. After that, clear away everything standing between finishing and sending. A native share sheet works better than a download, because it hands the file straight to whatever app someone already has open, instead of leaving it in a folder they have to go dig up. Keep the file light enough to send over mobile data, and make the visual reflect what that person actually made, so it feels like theirs and not a template. On Recycled Records, a Sprite campaign where people made beats out of recycling sounds, the finished beat and its visualizer come together as one video, made right there on the person's own phone, then passed straight into the native share sheet.
Yes. A phone or computer can capture what's on screen along with the sound and turn it into a video file right there, on the device. That means no render farm, no queue, no waiting for something to upload and come back. There's a real cost to that: turning it into video takes real processing power, so the whole thing has to stay simple enough for an ordinary phone to handle, and it behaves differently enough across devices that it needs testing on each one rather than assumed to work. The upside goes beyond saving money. What someone makes stays on their own device unless they decide to share it. There's no file storage to protect. And the experience can't get overwhelmed no matter how many people show up at once, since every export runs on that person's own phone or laptop. For a campaign that might suddenly spike in traffic, that takes the ceiling away completely. Recycled Records, a Sprite campaign that invited people to make and share their own beats, made its shareable videos this way for exactly these reasons. Merlin, the studio behind it, built the export tool itself, and it was one of the earlier campaigns to work like this.
Two kinds of people show up, and each needs something different in that first minute. A beginner needs to get to something that sounds good without reading instructions, which comes down to good presets, defaults that already sound right, and a short tutorial that's easy to skip. Someone who actually makes music needs room to go deeper, which comes from what's hiding underneath, not from piling on more buttons. Usually the answer is doing less. Every extra option chips away at a beginner's confidence and barely helps the expert. The strongest version keeps a handful of controls, each doing one obvious thing, with plenty of range inside it. One tempo dial with a wide range beats five separate buttons. Being able to stack tracks beats a full mixer. Recycled Records had to work for both these people at the same time. It took the actual sound library Mark Ronson and Madlib used to make their album and handed it to anyone who happened to land on a Sprite campaign page. So it leans on presets and a short tutorial to get anyone to a beat they like fast, while still offering stackable tracks, tempo control and effects for people who want to build something real.
Design for the phone first. Most people will experience something on a phone, and audio behaves differently there than it does on a desktop. The player needs a real tap to start sound, since phones won't let audio begin on its own. It needs to hold its place when someone switches apps or locks their screen, since that interrupts it. And it needs to show what's happening, not just play it, because sound through a phone speaker or headphones can lag a beat behind the action. Performance matters, but only as far as it serves the experience. Visuals and audio are both demanding, so the two need to be built to not get in each other's way. Motion should ease off for people who prefer that. Buttons and controls need to be sized for a thumb, not a cursor. And it all needs testing on an ordinary, slightly older phone, since that's what most people are actually holding. Recycled Records was built mobile-first for exactly this reason. It was a campaign experience, reached mostly by phone, so the sampler, the visualizer and the video export all behave the same way on a phone as on a desktop.
People show up for the thing they can play with. So the explanation needs to sit on the path to that, somewhere they'll pass through, not off to the side. A short story first, then the proof, then the interactive piece last. That order means someone who came for the toy walks past the reason it exists, and ends up holding something they can actually use. The interactive part should do the arguing itself. When the thing people play with is the actual subject of the campaign, the message already lives inside it. Every minute someone spends there is a minute spent inside the brand's own world. For example, Recycled Records is built this way. This campaign for Sprite exists to explain why Sprite switched from green plastic to clear, since clear plastic lets a bottle get recycled into another bottle. The site opens with that story and a film about the switch. Then it plays the album Mark Ronson and Madlib made out of recycled sounds. Then it hands over those same samples in a sampler you can use yourself.
