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LEGO – THE MINDFUL PLAY FOR BURNOUTS

Strategic Open Brief Case Study | Gen MZ in Economic Downturn
Client
Laerdal Medical AS
Industry
Healthcare & Medical Technology
Role
Product & UX Design Lead
Duration
6 months (plus ongoing support)
Services
Product Design, Content Strategy, Stakeholder Coordination, UX Writing
Brief Challenge

Lego has seen people hesitant to buy Lego products, which has slowed the rate of sales due to the economic downturn. While still maintaining its core offering of sparking creativity, Lego wants to regain momentum and give buyers a reason to prioritize their purchases, even under disadvantaged economic conditions.

Lego also faces low loyalty among Gen MZ buyers, as they begin deprioritizing playtime for more “essential” purchases during times of financial strain.

Objective

Drive more sales among Gen MZ consumers by repositioning LEGO as a meaningful, emotionally resonant purchase, even during a time of economic restraint.

Consumer Problem

Gen Z are busy optimizing every minute to monetize.

They see playing LEGO as something with no clear return on investment.

In their adulting life, busyness is glorified as a badge of honor, and playfulness is often dismissed as unproductive or childish.

What They Say

“I see playing LEGO as a waste of time.”

Cultural Landscape

The culture has been intensifying the problem and raising social stigma among Gen MZ who binge-play physical games.

In this hustle culture, busyness is glorified as a badge of honor. Play is seen as the opposite of productivity.

When they do have free time, it’s much easier to just scroll, stream, or passively consume instead of actively engaging in slow leisure.

Category Landscape

Board game advertising (e.g. Monopoly) taps into emotional payoff and zooms people out of financial pressure.

However, most are targeted at children. When adults appear, they’re usually just facilitating children’s development, not enjoying play for themselves.

Brand Landscape

LEGO has explored emotional storytelling for kids: building dreams, resilience, and unstructured imagination.

Some campaigns include adults, but only as professionals (e.g. artists) who play for career creativity, not as everyday players.

Gen Z remains an untapped audience for LEGO’s emotional resonance.

Target Audience

Gen MZ (Millennials + Gen Z cusp), aged 27–35, working in high-responsibility jobs (managers, founders, creatives, CEOs, etc.)

They are high-performance, nationwide professionals operating under constant pressure.

Tribe

Burnout Tendency

These people always have jobs to do. They are busy with thoughts and actions, and they might feel guilty about giving themselves a break.

There must be something that works their brain off, making them feel secure and satisfied.

However, since they are always on, their ability to focus and perform is also shaking.

They are easily prone to burnout, and once they burn out, there is a loop of negativity about taking a break and not taking one that drags them down even more.

Product Edge

Lego offers a rare kind of focus: hands-on, creative, and structured play that gives Gen MZ a sense of busyness but this time, it’s a different kind of busyness: not the always-on hustle they’re used to, but immersive, self-directed.

LEGO keeps the hands engaged while letting the mind slow down.

It brings back the joy of doing without pressure to perform.

Core Truth

People claim they can multitask, but deep down, they crave the focus and the sense of keeping everything under control.

Strategic Thought

LEGO – The Mindfulness Play for Burnouts.

To get things back in control.