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Designing an Interactive Application to Promote Healthy Eating Practices for Young Adults


Evelyn Bino

17/05/2024

Supervised by Nervo Verdezoto Dias; Moderated by Stuart M Allen

Prerequisites: -Basic knowledge of Human-Computer Interaction and user-centered and/or participatory design methods -Experience developing mobile and/or web applications in several platforms (e.g., Android, HTML5 & Javascript, etc.) -Desirable experience with Spanish (not mandatory)

Digital health technologies are becoming increasingly prevalent to support self-care practices aiming to enhance people’s health and wellbeing. However, their potential to promote healthy eating practices among families including children has been limited.

The main objectives are: - Make a review of existing technology-enhanced support to promote healthy eating practices e.g., a feature assessment and a ranking of these features - Conduct user studies with a particular target group you would like to focus based on the review to gather user requirements and to evaluate the early designs of the application --see below. -Propose, Design and Evaluate an Interactive Prototype (e.g., mobile, web, physical computing, and/or game, etc.) that can promote healthy eating practices for either the whole family or for any member of the family including children, older adults, pregnant women, etc. based on the results of the review

Some examples: Chow, C. Y., Riantiningtyas, R. R., Kanstrup, M. B., Papavasileiou, M., Liem, G. D., & Olsen, A. (2020). Can games change children’s eating behaviour? A review of gamification and serious games. Food Quality and Preference, 80, 103823.

Baranowski, T., Buday, R., Thompson, D. I., & Baranowski, J. (2008). Playing for real: video games and stories for health-related behavior change. American journal of preventive medicine, 34(1), 74-82.

Schaefbauer, C. L., Khan, D. U., Le, A., Sczechowski, G., & Siek, K. A. (2015). Snack buddy: supporting healthy snacking in low socioeconomic status families. In Proceedings of the 18th ACM Conference on Computer Supported Cooperative Work & Social Computing (pp. 1045-1057).

Lukoff, K., Li, T., Zhuang, Y., & Lim, B. Y. (2018). TableChat: mobile food journaling to facilitate family support for healthy eating. Proceedings of the ACM on Human-Computer Interaction, 2(CSCW), 1-28.

Dominguez-Rodriguez, A., Oliver, E., Cebolla, A., Albertini, S., Ferrini, L., Gonzalez-Segura, A., ... & Baños, R. (2017). Serious Games to Teach Nutrition Education to Children Between 9 to 12 Years Old. Pickit! and Cookit!. In eHealth 360° (pp. 143-147). Springer, Cham.

Hwang, M. L., & Mamykina, L. (2017). Monster appetite: Effects of subversive framing on nutritional choices in a digital game environment. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (pp. 4082-4096).

Chung, C. F., Agapie, E., Schroeder, J., Mishra, S., Fogarty, J., & Munson, S. A. (2017). When personal tracking becomes social: Examining the use of Instagram for healthy eating. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (pp. 1674-1687).

Khanana, K., & Law, E. L. C. (2013). Designing children's digital games on nutrition with playability heuristics. In CHI'13 Extended Abstracts on Human Factors in Computing Systems (pp. 1071-1076).

Calle-Bustos, A. M., Juan, M. C., García-García, I., & Abad, F. (2017). An augmented reality game to support therapeutic education for children with diabetes. PloS one, 12(9), e0184645.


Initial Plan (05/02/2024) [Zip Archive]

Final Report (17/05/2024) [Zip Archive]

Publication Form