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Race It Home · Deep dive 01

The research behind the decisions.

Only the findings that changed something. Each one is followed by the decision it produced.

Method
Online form, Google Forms
Base
37 collectors
Reach
17 Indian cities + 2 abroad
Fielded
12–17 Sep 2026

Self-reported answers from a small, self-selected sample. Directional, not representative.

01

Fifty-eight years of the same idea.

Hot Wheels has always been a physical toy that becomes an experience once there is a track. That is the thread we pulled on.

1968The beginningMattel launches sixteen die-cast cars, built for speed on a track. A new kind of toy.
1970sPlay expandsTracks and playsets turn the cars into experiences. The car stops being the whole product.
1980sGoes globalMore models, more themes, and an audience outside the United States.
1990sCollecting takes offLimited editions create a collector culture that runs alongside the play culture.
2000sReal meets miniatureLicensed castings bring real automotive culture down to 1:64 scale.
2010sBeyond the tracksGames, television and mobile extend the brand past the physical product.
2020sPhysical and digitalHot Wheels connects play, collecting and digital experience. This project sits here.

What it changed

The track is what turned a small metal car into a thing you do. Race It Home is that same move, made digital.

02

Who answered.

Adult collectors with real collections, concentrated in metros. Our sample skewed heavily toward adult enthusiasts, not children.

81%

are aged 18 to 34. 30 of 37.

51%

started collecting in the last two years.

73%

are based in metro areas. 27 of 37.

Primary audience

Adult Hot Wheels enthusiasts and collectors looking for specific castings.

Secondary context

Casual buyers, gifting and younger users may encounter the experience, but they were not the primary research sample.

What it changed

We stopped designing for “people who buy toys” and started designing for someone looking for one particular casting.

03

Why they buy.

People buy the car they love, not the rarest one. So collectors needed a way to see it up close.

What makes you buy a particular car? · Choose all that apply · n = 37

I love the real car it is modelled on76% · 28/37
It will look good on my shelf46% · 17/37
Pure impulse: I saw it and picked it up38% · 14/37
It completes a series or set30% · 11/37
It is rare (Treasure Hunt, limited run)22% · 8/37
The price feels right22% · 8/37
Card and packaging in good condition19% · 7/37

Why collectors get a 3D view

76%

buy a car because they love the real one it’s modelled on. 28 of 37.

Details matter

They’re buying the casting, so they need to see every detail.

View it

Place the car in your room, rotate it and zoom in. The pack stays sealed.

What it changed

Only 22% picked rarity. 76% picked the real car. So we built View it: a 3D car collectors can explore without opening the pack.

04

Open it, or keep it sealed.

The disagreement the whole project started from, put to 37 people. Neither side won.

What do you do with a car you buy? · Single choice · n = 37

I open it54% · 20 of 37Cars are made to be played with.
I keep it sealed24% · 9 of 37The card is part of the value.
I buy two16% · 6 of 37One to open, one to keep mint.
It depends5% · 2 of 37On how rare the car is.

What it changed

A single mode would have alienated a quarter of them. This is where View It and Play It came from: two ways in, one product.

05

What collecting feels like.

Six themes came out of the open answers. Together they explain why a product photograph was never going to be enough.

Nostalgia & family

“My father used to bring them for me on his way home from work.”

Each car carries a memory. The emotional value is bigger than the price.

Love of real cars

“I just love cars. So I collect miniatures of them.”

Collectors buy the car, not the toy. Seeing the car clearly matters.

The thrill of the hunt

“Saw a Batmobile, loved the hunt.”

Searching is part of the fun. The goal is to keep the thrill, not the pain.

A fair price, or nothing

“I don’t like to overpay even a little bit now.”

Collectors protect the hobby. Fair access at MRP builds trust.

Play vs display

“One I can store in mint condition and one I can enjoy my time with.”

Collectors want to enjoy the car without losing its value.

Timing & location

“They go out of stock before I even see they are available.”

Where you live and when you look decide who gets the car.

Verbatim answers from the open-response questions, n = 37.

What it changed

Collectors buy the casting because they love the real car, and they want to enjoy it without losing its value. That is the whole argument for View It and Play It.

06

Who has a stake in the drop.

Every group the drop touches, and how closely each one needs to be involved.

Stakeholder map and an influence against interest matrix for the Hot Wheels drop

Stakeholder map and an influence against interest matrix. Adult collectors are the primary user. Resellers sit in the map because they work against fair access, not because the concept addresses them.

What it changed

Adult collectors sit at the centre, and Blinkit product, tech and Mattel are the groups to decide with. That is why the concept had to work inside the existing app rather than beside it.

07

Where the hunt already happens.

We did not have to invent a destination. Quick commerce was already the second shop.

Where do you usually buy Hot Wheels? · Choose all that apply · n = 37

Local toy shop76% · 28/37
Quick commerce apps (Zepto, Blinkit, Instamart)70% · 26/37
Amazon / Flipkart43% · 16/37
Instagram / WhatsApp resellers32% · 12/37
From abroad / friends travelling32% · 12/37
Supermarket / hypermarket22% · 8/37
Collector meets & toy fairs16% · 6/37

86% buy from two or more places. Quick commerce is the second shop, six points behind the local toy shop and ahead of Amazon.

What it changed

The experience did not need a new app. It needed to sit inside one collectors already open.

08

Why Blinkit became our canvas.

Quick commerce told us where the experience could live. Blinkit gave us a precedent for how interaction could behave inside commerce.

Blinkit Scream for Ice-Cream

01 · Scream for ice cream

Interaction itself became part of the campaign. The user had to physically interact with the phone rather than simply tap a banner.

Blinkit doorbell sound preview on a product page

02 · Doorbell sound preview

The product page already uses interaction to help someone experience a product before deciding to buy.

How the channel became the canvas

Quick commerce is already used
Blinkit already experiments with interaction
Race It Home lives inside Blinkit

Blinkit is not the only platform that could host this. It is the one with a visible precedent for interaction inside the shopping flow.

Hot Wheels products listed on quick commerce · National SKU count

Blinkit799
Swiggy Instamart457
Zepto383
BigBasket240
Flipkart Minutes36

QuickCommerceData, 27 September 2026. Blinkit lists more Hot Wheels products than any other quick commerce platform in India, and 1,915 are listed across the five together.

What it changed

We stopped treating Race It Home as a separate Hot Wheels destination. The interaction had to feel like something that could naturally live inside Blinkit.

09

Quick commerce drops are already in the journey.

Collectors knew the drops existed. Discovery was fragmented: 30% found the drop by chance, while only 8% heard about it through an app notification.

84%

already knew the drops existed.

49%

had tried a drop at least once.

1 in 3

who tried a drop still missed out.

How did you first hear about the drop? · Tick all that apply · n = 37

Saw it in the app by chance30% · 11/37
Official Zepto / Hot Wheels Instagram24% · 9/37
A collector’s Instagram page19% · 7/37
Banner on the app home screen16% · 6/37
WhatsApp / Telegram group11% · 4/37
Notification from the app8% · 3/37

What it changed

Awareness was never the gap. The campaign needed a visible place inside the app rather than relying only on passive discovery.

10

What the earlier drop left open.

Zepto had already run Hot Wheels drops before we started. They created demand. They did not create an experience.

What Race It Home does not solve

Bots, scalping, queueing, purchase limits, stock allocation and fair access. None of these are touched by this project. They are the context the drop happens in, not the problem we designed against.

The three gaps we could actually design for

Nothing happens before the drop

No anticipation, so there is no reason to open the app early.

The product is still a photo on white

Nothing to explore, so the casting itself does no selling.

A one-off moment, not a cadence

Nothing to plan around, so it cannot build a habit.

What it changed

We did not try to fix allocation. We designed the experiential layer around the product.

11

The audience was already growing.

Search interest in Hot Wheels inside India has risen steadily for five years, and most of that rise happened in the last two.

Weekly search interest in India · Indexed 0 to 100

Sep 2021 to Sep 202217
Sep 2025 to Sep 202678

4.6 times the weekly index of the first year in the window. Indexed interest, not search volume.

Where the interest is · Top 5 of 35 subregions

Kerala100
Goa98
Karnataka63
Puducherry57
Maharashtra52

Google Trends, web search, India, past five years. Indexed 0 to 100 against the leading subregion, not absolute volume.

What it changed

Interest was already rising. The concept did not need to manufacture interest from zero.

12

India adopted AR commerce a while ago.

Camera-mediated interaction is ordinary behaviour for the exact age group that collects die-cast.

250M+

Monthly active Snapchat users in India, 2025. Around 80% of Indian users engage with Lenses daily.

Snap Inc. ↗
38.6M

Virtual try-ons on Lenskart in India during FY25. AR commerce at real scale, not concept scale.

Lenskart DRHP, FY25 ↗
1 in 3

Indian shoppers say they prefer virtual trials. About half of those raise their online spend.

Google – Deloitte, 2026 ↗

What it changed

Camera-based and virtual product interaction was already familiar enough to treat immersive interaction as a plausible behaviour, rather than something completely foreign to users.

13

Could immersive interaction affect commerce?

One retailer published what happened when product pages became explorable rather than photographed.

Reported likelihood vs photographs alone · Baseline indexed to 100

Photographs only100
Interacted with a 3D model144 · +44%
Viewed the product in AR165 · +65%
Rebecca Minkoff / Shopify case study ↗

Important

These are category-specific results from another retailer. They show that richer product interaction can influence shopping behaviour in some contexts. They are not a predicted uplift for Hot Wheels or Blinkit.

What it changed

It gave us enough evidence to treat commerce impact as a hypothesis worth testing, not an outcome we could claim.

14

A lightweight production model could look like this.

How Lenskart’s 3D try-on appears to work from the outside, and the same model applied to a Hot Wheels drop.

How Lenskart’s 3D try-on flow works, step by step

The technology behind it

Tech stack: ARCore, RealityKit, Cloudflare Workers, Three.js, React 18 with TypeScript, WebXR

This is a design hypothesis for how the experience could be delivered efficiently, not a reconstruction of Lenskart’s internal architecture.

The model is fetched, not shipped

Campaign 3D assets stay outside the core app, load only when needed, and are removed after the campaign.

The cloud sends an optimised asset

One compressed model per product, GLB for Android and USDZ for iPhone, sized for a phone rather than a workstation.

It is cached after the first view

The second look is instant, which is what makes browsing feel normal.

AR entry stays inside the product page

No separate app and no separate mode. It is one tap from the price.

What it changed

We designed the experience around on-demand product assets rather than assuming every 3D model would ship inside the core app.

15

Could we actually build it?

The last check before committing. AR on the web is not one capability, so we planned for three outcomes instead of one.

Full AR · Android

Android Chrome runs WebXR on Google’s ARCore. The track locks to your floor and stays put as you walk around.

Full AR · Android in the prototype

Camera mode · iPhone

iPhone Safari has no WebXR AR, so the track floats over the camera view. A native app would use ARKit.

Camera mode · iPhone in the prototype

Plain 3D · Any device

No camera, or camera access declined? The same race opens in 3D straight away.

Plain 3D · Any device in the prototype

Captured from the built prototype on real devices. The tier is detected at runtime, not chosen by the player. Inside Blinkit’s own app it would run natively: ARCore on Android, ARKit and RealityKit on iPhone, with Scene Viewer (GLB) and AR Quick Look (USDZ) for simply viewing a car.

What it changed

AR became an enhancement rather than a requirement. Every device gets the race. Only the best ones get the room.

16

Every finding, and what it became.

Nothing here sits on its own. Each row is a number on the left and a decision on the right.

76% buy for the real car behind the modelView it: a 3D car to place, rotate and zoom, with the pack sealed
54% open it · 24% keep it sealedView It and Play It, so neither side has to give anything up
70% already buy through quick commerceBlinkit as the canvas instead of a standalone app
Blinkit already builds interaction into commerceInteraction integrated into shopping, not a separate destination
84% knew about earlier drops, 30% found them by chanceA visible campaign presence inside the app, not passive discovery
The product was still a photo on whiteThe casting becomes the thing you explore, then the thing you race
250M+ Snapchat users, 38.6M Lenskart try-onsAR as an enhancement, not the entire proposition
+44% add to cart, +65% purchase at another retailerCommerce impact treated as a testable hypothesis, not a claim
Device support split three ways on real hardwareAR, camera-led fallback and plain 3D, detected at runtime

The survey did not tell us which side was right.

It told us the experience had to respect both.