Institution
Univeristy of Maryland
Industry
Health Informatics
Team
3 members
Year
2022
Introduction
Eatopia is a gamified app bridging the "access-motivation gap" in student nutrition through a Log-to-Earn model. My research showed 55% of students struggle with high costs, so I designed a system where tracking a "2F-3V" (2 Fruit, 3 Veggie) goal earns coins redeemable for subsidized produce. By combining social leagues with mood-tracking, the platform reinforces healthy habits by visualizing the link between diet and psychological well-being.
Challenge
Environmental stress and newfound autonomy often lead young adults to choose processed foods over health.
The Trend: Ultra-processed food consumption has risen to 57% of daily calories in the U.S.
The Data: My survey found 40% of students shifted toward frozen/processed foods upon entering college.
The Barriers: High cost and limited availability were cited by 55% of participants as the primary obstacles to eating better.
Key Design Features
Gamified Retention: Incorporates "Social Leagues" and "Duals" to leverage peer accountability, a motivator for 30% of participants.
Mood-Food Correlation: A conversational UI logs daily emotional states to see how healthy eating impacts vitality.
Reflection Dashboard: Visualizes weekly cup consumption and mood trends, using positive affirmations to reinforce healthy habit loops.
Impact
The design establishes healthy behavior patterns in young adulthood, which the WHO suggests increases longevity and reduces chronic disease risk.

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