Draft report
Supporting healthy eating in children through the Sensory Interactive Table
Sterre van Arum
Supervisors:
Roelof de Vries and Juliet Haarman Critical observer:
Robby van Delden Bachelor Creative Technology
July 17, 2020
Abstract
Eating behaviour has influence on health. Unfortunately, over the years, people started eating less healthy. Because of this, many individuals have a higher risk of getting obesity and heart failure. If we could teach children to eat healthy starting from a young age, they might eat healthy throughout their whole lives.
This goal can be achieved with interactive technology.
This project uses the Sensory Interactive Table. This table is able to display animations and can measure weight. The goal of this report is to create an interactive system that lets children eat healthier with the help of the Sensory Interactive Table.
Based on state of the art, literature research and design sessions with children and adults, I designed three different systems. I focused on the realisation of two of these systems. These systems are named ‘The battlefield in your belly’
and ‘The colourful growing dot’. ‘The battlefield in your belly’ is mainly focused on findings from state of the art and literature. ‘The colourful growing dot’ is more focused on output from the design session.
For the evaluation of the two systems two groups completed in a survey.
One group consisted of adults that participated in the design sessions. The other group was not familiar with this project. Most of the individuals thought
‘The battlefield in your belly’-system would work better than the other system.
However, when asked about the effectiveness of this system, there was not a clear majority of individuals that had the same answer.
To conclude, according to the respondents ‘The battlefield in your belly’
works better than the other system. Based on literature and state-of-the-art I
would say that this system is effective to let children eat healthier. But, to know
this for sure, the effectiveness of this system should be tested with children.
Acknowledgements
First, I would like to thank my supervisors Roelof de Vries and Juliet Haarman and my critical observer Robby van Delden for their feedback and help during this research. I would also like to thank team members of the Sensory Interactive Table (SIT) for giving me access to the control system of the SIT. I want to thank Gijs Keizers as well to help me understand the control system of the SIT.
I would also like to thank everyone that helped me with finding users and proxy-users for the design sessions and evaluation. Furthermore, I would like to thank all the people that participated in the design sessions and the surveys.
Finally, I would also like to thank family and friends that provided feedback on
my bachelor thesis.
Contents
1 Introduction 11
1.1 Background . . . . 11
1.2 Goals . . . . 11
1.3 Research questions . . . . 12
1.4 Outline . . . . 12
2 State of the Art 14 2.1 Related Work . . . . 14
2.1.1 Interactive and Connected Tableware for Children . . . . 14
2.1.2 Sensor Embedded Fork . . . . 15
2.1.3 The Playful Tray . . . . 16
2.1.4 The Cafe Table . . . . 17
2.1.5 Anemone: a social interactive bar . . . . 18
2.1.6 The Garden . . . . 19
2.1.7 Conclusion and Discussion of Related Work . . . . 19
2.2 Literature review: children and food . . . . 20
2.2.1 Literature research outcomes . . . . 20
2.2.2 Methods to let children eat healthier . . . . 21
2.2.3 Methods to make the system child friendly . . . . 21
2.2.4 Conclusion . . . . 22
2.3 Co-design . . . . 23
2.3.1 Importance of co-design . . . . 23
2.3.2 Development of children . . . . 23
2.3.3 Different ways of co-design with children . . . . 24
2.4 Answers to the questions . . . . 25
3 Ideation 27 3.1 Method . . . . 27
3.2 Method of the first session . . . . 27
3.3 First session: Outcomes brainstorm . . . . 27
3.3.1 Attacking germs game . . . . 28
3.3.2 Growing Circle . . . . 29
3.3.3 Growing plant . . . . 30
3.4 Method of the second session . . . . 31
3.5 Outcome second session: Ideas from children . . . . 32
3.6 Method of the third session . . . . 32
3.7 Outcomes of the third session: Ideas from proxy-users . . . . 33
3.8 Method of the final ideas . . . . 35
3.9 Outcome final ideas . . . . 35
3.9.1 The battlefield in your belly . . . . 35
3.9.2 The vegetable garden . . . . 36
3.9.3 The colourful growing circle . . . . 36
3.10 Picking ideas to work on . . . . 37
4 Specification 38
4.1 Ethical implications during a pandemic . . . . 38
4.2 Requirements of a system . . . . 38
4.3 Requirements of the realisation . . . . 38
5 Realisation 40 5.1 Method of the realisation . . . . 40
5.2 Unity . . . . 40
5.3 Unity table . . . . 40
5.3.1 Environment . . . . 43
5.4 Adobe Illustrator and Adobe After Effects with Unity . . . . 44
5.5 Battlefield in your belly process . . . . 47
5.5.1 ‘The battlefield in your belly’-game view realisation . . . 47
5.5.2 Choosing the vegetables . . . . 48
5.5.3 Illustrations and animation . . . . 49
5.5.4 Eating in Unity-game view version . . . . 50
5.5.5 The battlefield in your belly-virtual reality realisation . . 51
5.6 The colourful growing circle-game view realisation . . . . 52
5.6.1 Eating in Unity-game view realisation . . . . 55
5.6.2 The colourful growing dot-virtual reality realisation . . . 55
5.7 Wizard of Oz . . . . 55
6 Evaluation 57 6.1 Method of the evaluation . . . . 57
6.2 Outcome of the survey . . . . 58
6.3 Outcomes of the proxy-users . . . . 58
6.3.1 The battlefield in your belly . . . . 58
6.3.2 The colourful growing circle . . . . 59
6.3.3 Conclusion of the proxy users . . . . 59
6.4 Outcomes of the non-users . . . . 60
6.4.1 The battlefield in your belly . . . . 60
6.4.2 The colourful growing circle . . . . 61
6.4.3 Conclusion of the non-users . . . . 61
6.5 Overall conclusion . . . . 62
7 Discussion 65 7.1 Findings . . . . 65
7.2 Limitations . . . . 67
8 Conclusion and Future Work 69 8.1 Conclusion . . . . 69
8.2 Future work . . . . 69
A Second design session 75
B Third design session 85
C Survey for the non-users 105
List of Figures
1 Interactive and Connected Tableware for Children. . . . 15
2 Sensor Embedded Fork. . . . 16
3 Model that is being used in the playful tray. . . . 17
4 The project Playful Tray (without use on the left, during use on the right). . . . 17
5 The Cafe Table. . . . 18
6 Anemone: a social interactive bar. . . . 18
7 Druin’s onion model. Showing how users can be involved in the designing process . . . . 24
8 Model of the theory of development from Jean Piaget. . . . 25
9 Mind map of the first ideation session. . . . 28
10 The attacking germs game, first stage. . . . 29
11 The attacking germs game, second stage. . . . 29
12 Growing Circle. . . . 30
13 Growing Plant. . . . 30
14 Tilde the Table, illustration for children during the co-design ses- sion. . . . 32
15 One of the children made these colour sections. . . . 33
16 The rainbow from adult 5. . . . 34
17 Image of the two tables in Unity . . . . 41
19 The physical LEDs. . . . 41
18 Flowchart of the process of the Unity file. . . . 42
20 3D model of a plate made in Autodesk Maya. . . . 43
21 3D model of a door made in Autodesk Maya. . . . 43
22 View of the environment for the user. . . . . 44
23 Adobe Illustrator environment. . . . 46
24 Adobe After Effects environment . . . . 46
25 Sprite sheet of a happy jumping tomato. . . . 47
26 Sprite sheet in Unity. . . . 48
27 Animator panel of animations from a tomato. . . . 49
28 The first version of the onion. . . . 50
29 The second version of the onion. . . . . 50
30 When the user eats too fast, a sad tomato appears. . . . 51
31 Confetti idea of adult 4. . . . 52
32 Confetti illustration for the system. . . . 52
33 The rainbow from adult 5. . . . 53
34 Illustration of the rainbow for the system. . . . 53
35 The colour sections from child 1. . . . 53
36 The illustration of the colour sections. . . . 53
37 The growing dot from adult 8. . . . . 54
38 The illustration of the growing dot for the system. . . . 54
39 The fireworks from adult 9. . . . 54
40 The illustration of the fireworks for the system. . . . 54
41 Final answer of the proxy-users on healthy eating ‘The battlefield in your belly’. The x-axis shows how many people chose an answer. 60 42 Answers of the non-users on comparing the two systems. The
x-axis shows how many people chose an answer. . . . 62
43 Answers of the proxy-users on healthy eating ‘The battlefield in your belly’. The x-axis shows a rating scale. 1 meant the user disagrees with the statement, 5 meant the user agrees with the statement. . . . 63
44 Answers of the non-users on healthy eating about ‘The battlefield in your belly’. The x-axis shows a rating scale. 1 meant the user disagrees with the statement, 5 meant the user agrees with the statement. . . . 63
45 Answers of the both of the users to the same question displayed in one bar graph on healthy eating about ‘The battlefield in your belly’. . . . 64
46 First idea of child 1 . . . . 75
47 Second idea of child 1 . . . . 76
48 Third idea of child 1 . . . . 77
49 First idea of child 2 . . . . 77
50 Second idea of child 2 . . . . 78
51 Third idea of child 2 . . . . 78
52 First idea of child 3 . . . . 79
53 Second idea of child 3 . . . . 80
54 Third idea of child 3 . . . . 81
55 Fourth idea of child 3 . . . . 82
56 Fifth idea of child 3 . . . . 83
57 Sixth idea of child 3 . . . . 84
58 First idea of adult 1 . . . . 85
59 Second idea of adult 1 . . . . 86
60 Third idea of adult 1 . . . . 87
61 First idea of adult 2 . . . . 88
62 Second idea of adult 2 . . . . 89
63 Third idea of adult 2 . . . . 90
64 First idea of adult 3 . . . . 91
65 Second idea of adult 3 . . . . 92
66 Third idea of adult 3 . . . . 93
67 Ideas of adult 4 . . . . 93
68 First idea of adult 5 . . . . 94
69 Second idea of adult 5 . . . . 95
70 Third idea of adult 5 . . . . 96
71 First idea of adult 7 . . . . 97
72 Second idea of adult 7 . . . . 97
73 Third idea of adult 7 . . . . 98
74 First idea of adult 8 . . . . 99
75 Second idea of adult 8 . . . 100
76 Third idea of adult 8 . . . 101
77 First idea of adult 9 . . . 102
78 Second idea of adult 9 . . . 103
79 Third idea of adult 9 . . . 104
1 Introduction
1.1 Background
Eating behaviour has influence on health [1]. When an individual eats healthy they have a low risk of getting several diseases (such as obesity and heart failure) [1]. Inherently, a healthy individual preserves a balanced diet [2]. A balanced diet involves taking the right portions of specific food groups throughout the whole day, such as fruits and vegetables, carbohydrate foods, meat, fish, and alternatives, milk and dairy products, and fatty and sugary foods [3]. Although information about preserving a healthy diet is available, upholding a healthy diet tends to be a problem.
Over the years, adults started eating less healthy [4]. In addition, children started eating unhealthy as well [5]. Neglecting a healthy eating behaviour can cause complications. For instance, an unhealthy eating behaviour can lead to obesity [5]. Child-obesity especially is an increasing problem. The percentage of child-obesity in the United States has doubled in 30 years [6]. Three factors influence this problem. First of all, the exposure of fast food on television has influence on the eating behaviour of children [7]. The second factor involves the influence of the eating behaviour of peers [6]. The third factor is about the eating values one takes from their environment [8]. For more and more people, these eating values do not fit with a well-balanced diet. Learning an appropriate diet might help with maintaining a healthy lifestyle. However, children can find it hard to understand that eating healthy is beneficial.
Learning a well-balanced diet at a young age can influence the eating be- haviour for the whole lifespan of a person [9]. Studies confirmed interactive tech- nology as a successful approach to stimulate children to eat healthier [10, 11].
One way to teach children to eat healthier is through using interactive technol- ogy. With interactive technology, information about food can be provided to the children in a new engaging way.
1.2 Goals
This report focuses on the design of an interactive system that lets children eat healthier. For the sake of evaluation, this report concentrates on eating during dinner time. In most circumstances, dinner time happens at tables.
Thus, a dining table is the perfect place to stimulate children to eat healthier.
Researchers at the University of Twente made the Sensory Interactive Table [12]. The table could stimulate healthy eating among children. The Sensory Interactive table has 199 load-cells, which can measure weight. The load-cells can also detect weight shifts on the table. Additionally, the Sensory Interactive Table has 8358 LEDs. With these LEDs the table can display animations. The combination of the load-cells as an input and the animations as an output can create a meaningful interaction. The Sensory Interactive Table does not have a suitable interaction for children yet.
To create a suitable interaction for children, this requires relevant informa-
tion. Firstly, I need information about the eating habits of children. Secondly, I need to find methods that engage children to eat healthier. An approach to consider is to let children like eating healthy. As a consequence, they might associate certain foods with a positive feeling. Furthermore, I need to find state of the art projects related to eating healthier among children. With the state of the art, I might gain new insights on how to approach this topic. And fi- nally, since the user group is a specific group, I need to find more information about the design principles for this group. With this information, the interac- tion system for the table can be designed. The main goal is to guarantee that the interaction engages children to start eating healthier.
1.3 Research questions
To reach the goal of this report, I need to formulate research questions. This section shows the research questions. The following question is the main research question of this report:
• ‘How can interactive dining be designed that stimulates healthy eating in children?’
To address this broad research question, sub questions are formulated as well. Firstly, I want to investigate research about eating habits and similar interventions. These sub questions cover the human food interaction and eating aspects:
• ‘What are the general problems regarding children which are eating unhealthily?’
• ‘What are technical interventions that have proven to stimulate children to eat healthy?’
And finally, when I design for children, I need to take different aspects into account. The following sub question covers the design method for children:
• ‘What are the standard methods used to design for children?’
1.4 Outline
This report consists of several chapters. The following chapters provide infor- mation that is necessary for this bachelor thesis. This subsection provides an outline for the coming chapters.
Chapter 2 first shows projects that are in some way related to this bach- elor thesis. Chapter 2 also introduces information about the user group and methods that are most used with the user group. Additionally, chapter 2 offers information about factors that influence eating behaviour of children.
The following chapter, chapter 3, provides an outline of the used methods
for the ideation-, realisation- and evaluation-phase. Chapter 4 discusses the
outcomes of the ideation sessions and the final ideas for the interaction systems.
Chapter 5 depicts specifications for the system. Chapter 6 provides details about the realisation process. The next chapter, chapter 7, discusses the details of the evaluation procedure.
Chapter 8 introduces the conclusion and discussion. This chapter explains
the push backs and gives answers to the research questions. Finally, chapter 9
concludes with possible future work that is related to this project.
2 State of the Art
2.1 Related Work
This section gives an overview of existing projects and products that concern the field of interactive dining. Through literature, searching on the web and notes from teachers or students, I found these projects.
2.1.1 Interactive and Connected Tableware for Children
This project: Interactive and Connected Tableware for Promoting Children’s Vegetable-Eating and Family Interaction, focuses on creating a system that aims to encourage children to eat more vegetables. Furthermore, this system focuses on educating the same children about the benefits of healthy eating [13]. An important feature of this table is to guarantee child-parent interaction during eating. The system consists of a food tray, a spoon, and a smartphone cradle.
The product can be seen in Figure 1. Additionally, the researchers created an application for the system. This application has a few mini games that teach and motivate children to eat healthier. Before the real game begins, a child takes two pictures of their face, one with a normal expression, and one where the child smiles. This is for later on. When the child performs well during the game, a small icon above the smartphone cradle shows the picture of the smiling child. After the pictures are taken, the real game can begin. The child selects the amount of vegetables they want to eat. The child can increase the amount of vegetables later on. If the child increases the amount of vegetables, they go to a higher level. The child is then able to play the game.
For the game, they can choose between a game with a tomato, or a game with a broccoli. Depending on what vegetable the child chooses to eat, the child plays a different game. At the beginning of both the games, the child learns about the health benefits of the vegetables. After this, the child plays the chosen game. The broccoli game shows the child their bowels. The bowels seem ‘ill’, but when the child eats a piece of broccoli, the bowels look healthier.
If the child eats all their pieces of broccoli, the bowels look happy and show a
‘satisfied’ excrement. The other vegetable game is a bit different.
The tomato game shows again the bowels. The tomato wards off bacteria in the bowels. If the child eats their portion of tomatoes, the bowels look healthy.
After each game, the child gets a quiz about the benefits of the vegetables.
When finishing this quiz, they get a vegetable medal.
The system was tested with two families with children who hated eating vegetables. After the pilot study, the behaviours of the children changed signif- icantly. The children showed to like the food and to have learned traits of the vegetables. During the test, the children interacted with their mother and the game, while eating the vegetables.
The system seems to have an immense value regarding child-food interaction
with a computer. However, as the article already states, not many children
tested the system, only two, and no research is done about the long-term use
of this system. Moreover, the system had a limited variety of games. Children are likely to get bored after a few sessions playing the same game. Thus, more games should be considered in the future.
Figure 1: Interactive and Connected Tableware for Children [13].
2.1.2 Sensor Embedded Fork
This project is for children that are picky eaters. The system consists of a fork, a mobile application, and a game. The project can be seen in Figure 2. The system tries to encourage the child to eat healthier. Additionally, the system tries to inform the child about healthier food. The game is a storybook and a persuasive game. The game involves a story about a hungry panda. This game is made and used in an Asian country, as a consequence the designers chose the panda as ‘companion’. The eating performance of the child has influence on the eating of the panda. The game detects when the child performs eating actions.
The system distinguishes between four phases through the Sensor Embedded Fork, namely At Rest, Holding, Poking and Biting. The basic design of the game is the panda that imitates the child’s eating behaviour. The game tries to let the child feel sympathy for the panda by giving the panda ‘food’
through the child’s own eating actions.
This game consists of two parts. The first part involves a storybook with
information about eating. This part does not have a voice over, thus making
sure the parent will read the story out loud to the child. The second part is
a ‘point’ system. The child collects the points during the eating process. The
panda holds and eats the bamboo, the same way the child does this with the
Sensor Embedded Fork. The story part shows a panda that greets the child and
hints to the child that dinner time is almost starting by telling the child they
feel a bit perky. After this the panda will explain to the child that the panda
wants to eat different coloured bamboo, hinting at the different types of food
the child needs to consume. The child gets information about the certain food
types. After this, part two comes into action. The child sees the panda that
wants to eat the bamboo. Then the child starts eating. After this, the game is
finished. To check the reliability of the system, the researchers conducted tests.
Parent-child participants did some of these tests. The results of these tests show that a positive effect is found for changing the children’s food behaviour.
This game is mainly focused on two problems regarding eating behaviour. The fact that some children are picky eaters and the fact that children are easily distracted. The systems have all kinds of small features to guarantee the child keeps eating. For example, the game uses music to stimulate the eating be- haviour of the child. Another example: when the child does not touch the fork for a while, and suddenly touches it again, the panda smiles [10].
Figure 2: Sensor Embedded Fork [10].
2.1.3 The Playful Tray
The Playful Tray is a tray that lets children eat better through a play-based therapy [11].
The tray has an interactive surface with weight sensors, which can check if the child is eating in real-time. The tray focuses on a racing game, in which the child needs to eat to make sure a character runs. The child gets points for eating, which makes the character run. If a child eats too fast, the game sends a notification telling the child to slow down. If the child does not comply, the child does not get points. The tray can be seen in Figure 4. The study conducted a pilot test with four children.
The conclusion of this study suggests that the Playful Tray may cause a
better meal experience for the child and the parent. The Playful Tray focuses
mainly on the play experience of the child and the benefits of using a playification
approach. The Playful Tray uses the model of human occupation (MOHO). An
occupation is caused because of three subsystems of a human being. These
subsystems are:Volition, Performance, and Habituation [14]. This can be
seen in Figure 3. To guarantee that children perform a task often, the children
need motivation to perform the task, which, if performed enough over time,
eventually becomes a habit. With this model in mind, the Playful Tray worked
on their product. Through this model they defined four different aspects they
should focus on while designing the Playful Tray. These aspects are namely:
Figure 3: Model that is being used in the playful tray [11].
Attention, Enjoyment, Engagement and Control. This design connects and integrates the fun part (coming from the digital game activity) with the activity of eating [11].
The behaviour of the children does seem significantly change when using the tray. However, only four children participated in this test and no long-term study has been done. Thus, the researchers do not know if the eating behaviour of the child eventually changes for the better. The Playful Tray is a promising asset regarding playification of consumption for children.
Figure 4: The project Playful Tray (without use on the left, during use on the right) [11].
2.1.4 The Cafe Table
The Cafe Table is a project that engages users to talk to each other in a museum [15]. The table senses when there is a silence and tries to give subjects which the users can talk about. These subjects are related to the museum that the users are in. The table can be seen in Figure 5.
The table has a system that listens to the users to determine when a con-
versation is happening or stopping. The table has a projection of a pool with
some fish. When the system senses the conversation is slipping away, the table
shows in front of each user a card with an image of the museum. When the table senses a conversation is starting again, the table lets the cards disappear, to ensure the users are not distracted by them.
Figure 5: The Cafe Table [15].
2.1.5 Anemone: a social interactive bar
Anemone: a social interactive bar, is a project made at the University of Twente [16]. This project is an interactive bar that shows projections on the bar of fish- like creatures. The bar can be seen in Figure 6. This bar was meant as an ice breaker for contact with other people in the bar. The designers of this project did this by using interesting visuals and interactions between users.
Figure 6: Anemone: a social interactive bar [16].
2.1.6 The Garden
This project tries to let children eat healthier with the help of a garden. The researchers let children plant and work in a garden twice a week during a time period of 12 weeks. During the 12 weeks, the children received information about the benefits of the vegetables and fruits they were growing. The project showed that when children are involved during the growing of their vegetables, children are likely to eat more vegetables and fruits. This outcome might then result in a healthier lifestyle [17].
2.1.7 Conclusion and Discussion of Related Work
In the projects that involved children, it is clear that playification can be success- ful when changing the eating behaviour [10, 11, 13]. These three projects have an educational component as well, which seems to help getting the children to understand about the benefits of eating healthy [10]. The children’s eating be- haviour changed significantly in all these projects. It is however unknown if this is the case for many children, since the projects were often only tested with a very limited number of children. The projects show that the children want to change their behaviour when they learn about the benefits of healthy eating.
Especially the Interactive Tableware showed that the children gained knowledge about the benefits of eating vegetables [13].
Something to take into account is that no longitudinal studies were done.Another aspect to take into account is that parents need to be involved in the game [13].
The game should be abundant in mini games or have some variety. It is very
likely the children will get bored after playing the same game repeatedly [13].
2.2 Literature review: children and food
To understand more about how to persuade children to eat healthier, this section looks into literature that provides information about child-food interaction. This section gives an overview on the obstacles children have regarding eating healthy and the methods that are used to persuade children to eat healthy. Information about how to design for children is provided as well
1. Firstly, the next section looks into the different factors that influence eating behaviour.
2.2.1 Literature research outcomes
The eating behaviour of children is determined by different factors. Literature provided information about the different factors, which led to these causes. The amount of different causes was small, I believe that this could mean the following of the three cases. This could indicate there are only a limited amount of causes for the eating behaviour. This could also mean that this topic is not researched enough yet. Or this could mean that it is hard to prove that these factors really cause a bad eating behaviour. According to Krølner [18] there is not an abundance of different factors that influence the eating behaviour of children.
An example for one factor, the older you get, the healthier you eat. Another example is that girls eat healthier than boys. The following are aspects related to eating behaviours of children according to Krølner:
• The gender of the child
• The age of the child
• The social and economic position of the environment of the child
• The parental intake of food
• Accessibility/Availability of food
Other studies showed that parental eating behaviour has a significant influ- ence on the eating behaviour of the child [19], which is in line with one of the aspects that Krølner talks about. Another study states that eating behaviour of children is influenced by the eating behaviour of other peers [6]. This is some- thing to take into account, since if the child’s behaviour needs to be changed, the behaviour of peers/parents needs to be changed as well.
To summarize, the eating behaviour of children is influenced by the gender, age, social and economic position, peer influence and through the accessibil- ity/availability of food. It is easy to focus on peer influence, since this is a factor that designers can take into account when designing an interactive sys- tem. For instance, they could make a system that tracks the eating behaviour of peers. The peers might for instance have to slow down while eating. This is to assure the child eats healthy too. Since the eating factors are now known,
1