Obj: Dribble with heads up in crowded space; avoid collisions — the scanning seed. Field: 20×20yd, shrinking. Equip: Ball each, cones. Org: All players dribble inside the grid; coach shrinks the space every 60s. Rules: no touching another player or ball; freeze-call = stop ball dead with sole. Points lost for collisions, gained for clean "escapes" through gaps. CP: (1) Look up every second touch; (2) small touches in traffic, big touch into space; (3) use turns to escape jams, not reverse gear only. Prog: Add two "taxis" (coaches walking obstacles); dribble with weak foot only. Reg: Bigger grid; walking pace. Mist: P: staring at the ball (collisions tell the truth); C: punishing collisions instead of celebrating heads-up escapes. Time: 10–12 min. Out: Visible head-up habit by round three; zero-collision final round. Var: "Rush hour" — half the group walks without balls as moving traffic. Diag: Square with dense scattered players, arrows weaving between them, dashed inner square showing shrink.