DISCOVER INNERFLOW, OUR LATEST R&D PROJECT
Nedd is a digital communication and innovation agency. Founded by Vincent Vella, Bruno Samper and Siegfried Rouanet,
the agency is based in Paris and Montpellier (France).
After his contemporary art studies and an early career as an Art Director (working with Palais de Tokyo, Shift, Hint Fashion, Ora-ïto, RADI Designers, Neen), Vincent definitively moved to advertising by joining the agency La Chose. He rapidly moved up the ranks as Creative Director and integrated larger communication groups: Publicis, Euro RSCG, WPP. There he delivered innovative solutions in digital, experiential, social media, events, and traditional media. Vincent’s creative solutions have aided in the increase in popularity and business success of some of today’s most iconic brands including Orange, Evian, SFR (Vivendi), Renault, L’Oreal, Lacoste perfumes (Procter&Gamble), to name a few. Recently, he participated to the success of the Evian Rollerbabies campaign, which entered Guinness Book of Records as the mostviewed online advertising ever (over 140 million views). In just a short few years, Vincent received numerous prestigious industry awards including Cannes Lions, Epica, Cristal Festival, Golden Drum, Webby Awards and FWA. He has also helped many brands in their move to the digital age, raising their awareness about the new and evolving behaviours of the consumer.
After studying art and semiotics, Bruno founded the online magazine Panoplie.org in 1998, and with many artists he explored new opportunities offered by a media still in its infancy: the Internet. In 2001 Panoplie.org became Panoplie studio, a company that develops digital interfaces and multimedia productions for cultural institutions and brands such as Kenzo, Arte, the french Ministry of Culture, the Palazzo Grassi, Veuve Cliquot, Ubisoft, Orange, Lagardère, ING Direct or Rolex. The studio gained a solid reputation and received numerous creative awards for its work: FWA, Art Directors Club, Golden Hits, Webby Awards, SCAM price, etc. In parallel, he also developed interactive fiction, games and persistent worlds. Thus in 2002, Bruno designed « Society », the first online game to have been acquired by the National Fund of Contemporary Art. In recent years Bruno has also worked on Cinema productions: in 2008 he wrote the film « The collectress », a Franco-Lithuanian coproduction (Lithuanian film Festival Winner - Best Film in 2008), and in 2012 he is both co-writer and Art Director of the film « Vanishing Waves » (which won 14 awards worldwide, including a Méliès d'Or at the European Fantastic Film Festivals Federation).
Before becoming the art director of Panoplie Studio, Siegfried was a professional triathlete. He has retained a taste for discipline and performance: a desire to always push the limits of his art. In 2001, eager to explore all possibilities of the digital design, he co-founded Panoplie Studio and designs innovative interfaces for prestigious clients : Kenzo, Arte, the Ministry of Culture, Palazzo Grassi, Veuve Cliquot, Ubisoft, Orange, Lagardère, ING Direct or Rolex. His will and talent enabled him to win numerous creative awards including those in the ranks of the FWA and Clics d’Or, a prize at the Art Directors Club, a Webby Award, the prize of best cultural website at the « Narrowcast web content award ». Always looking for new challenges and new territories to explore, Siegfried now oversees the visual design of all the interfaces produced by Nedd.
On the occasion of the Tour de France 2014, Nedd designed for Le Coq Sportif, the official equipment supplier of the event, the digital operation "The Sporty Finger Game": a multi-screen challenge which invited fans to cross the 21 stages of the Tour using only finger power!
By turning a bicycle wheel on his smartphone, each player progressed on the true path of the Tour, recreated for the occasion on a 3D Google map, displayed on his computer screen.
To spice it up, mini-games came to liven the race (such as catching supplies by tilting the smartphone, or shaking it to inflate a tire).
For the bravest ones, a place in the Top 50 assured the players many prizes. The winner received a VIP invitation to attend the grand finale of the Tour de France on the Champs Elysees.
With The Sporty Finger Game, Le Coq Sportif reached an unprecedented level of engagement for its brand, with an average playing time of 7 minutes (for a distance traveled of 57 km).
In 3 weeks, 15 people were foolish enough to cross the 3800 kilometers of the Tour de France with their finger, enduring between 20 and 30 hours of great effort.
Evian is known for its campaigns starring amazing babies, that symbolise the Live young spirit promoted by the brand.
This time around, Evian decided to express this state of mind in a new way, by completely transforming the experience of the microblogging service Twitter.
With Melotweet by Evian, Twitter ceases to be a tool to become a musical toy.
Designed for iPad and Android tablets, Melotweet makes you interact in a fresh new way with your timeline, while retaining the key features of Twitter.
If fashion is a cycle then it's no surprise that Le Coq Sportif is back in the saddle as the official Tour de France equipment provider, producing all the leaders' jerseys : the yellow jersey, polka dots, green and white.
To celebrate, we launched a digital platform adressed to « La Grande Boucle » supporters, with at its core a website wich was both a communication tool, an e-commerce platform and a social media aggregator.
This website - developed with html5 - allowed users to travel through the history of this legendary event, with many archive images, but also to discover (and buy) the yellow jersey and the new lifestyle collection.
Finally, a section of the website displayed each content posted on Twitter and Instagram with the hashtag #LeCoqTour, encouraging supporters to share real-time informations about the race and its sidelines.
On the occasion of the Evian Championship, one of the women's international majors golf tournaments which took place from 11 to 14 September 2014, we designed “Tweet the ball” for Evian.
The concept? During the 4 day tournament, Evian challenged the Twitter community to find - virtually - the golf balls which were lost by famous players on the Evian Championship course.
With a very simple gameplay, inspired by the famed Battleship of our childhood, players had to guess the location of lost balls on an interactive map.
On the game website, a Google map of the geographical area corresponding to the Evian Championship golf course was transformed into a grid. The squares were numbered from 1 to 24 horizontally and vertically A to J. Using the hashtags, the community could try to find the location of the lost golf balls by suggesting their coordinates in tweets (ex: #B12 #TweetTheBall)
Whenever a ball was found, the player instantly won a prize and the chance to be part of a final lottery to win a 5 star weekend at the Evian Royal Resort.
In just 4 days, « Tweet the ball » generated more than 27 000 tweets (16 million impressions).
Did you know that it was possible to play a video game inside a bottle of water?
Well, it is now, thanks to InnerFlow, our latest R&D project.
This app for tablets automatically detects the size and placement of your bottle. You just have to look inside to start playing !
The game consists of sliding small ice crystals towards the center of the bottle to earn points which trigger musical and visual events.
To increase or decrease the level of difficulty, nothing is more simple; you just have to add or to remove some water from the bottle!
InnerFlow is still at an experimental stage, but we've decided to offer its' source code to all developers, and to invite them to imagine new games based on the bottle / tablet interaction.
Since its launch in 2011, Sosh (part of Orange France) invents new ways to connect artists with their fans (and with the Sosh community).
For this, the brand works closely with artists, engages fans in a fun and unexpected way, and relies strongly on the favorite tools of the digital generation : mobile and social networks.
The operation « Sosh Lost Track » with Wax Tailor fits perfectly in this approach.
The pitch? A few days before its release, one of the tracks of the album « Dusty Rainbow From The Dark » by Wax Tailor has mysteriously disappeared... What if only the Sosh community was able to find this unreleased track?
During three weeks, thanks to a mobile application, each player should build a team of friends via Facebook, solve puzzles, and geolocalize notes of the «Lost Track», scattered across the city.
At Nedd, we develop bespoke solutions for brands, but we also create and market our own products.
« Kronopedia – Visual Arts » is one of them.
This iPad application contains every important artist and personality of Art history, by dynamically sourcing and quoting informations, texts, images and resources from Wikipedia.
Thanks to its innovative visual interface, Kronopedia allows you to explore Art history in a fresh, accessible and totally intuitive way.
Who said that young fashion designers' work could not be accessible to the greatest number?
During the Fashion Week, in March 2012, ARTE TV was partnering with Esmod (a famous Fashion school in Berlin) and Elle magazine, and opened its own « dressing room ».
The idea? More than one hundred and fifty pieces and unique accessories were designed by Berlin students, then grouped in our digital platform to allow users to compose their ideal outfit.
Winners were selected both through public voting (via Facebook and Twitter) and by a panel of professionals, and won their tailor-made and unique outfit!
Presented at various exhibitions, Profusion is an adventure game that takes place on a microscopic scale.
Involving exploration, dialogue and reflection, it offers an evolutive gameplay, related to the skills of the manipulated populations. Indeed, with Profusion you won't play a character, but whole species : you'll have to think as a multitude, and not as an individual.
You'll need to exploit the ability of primary digital creatures to collaborate, according to some simple rules, so they could coexist, reproduce and evolve.
More than just a game, Profusion is an experiment on artificial swarm intelligence.