Eatopia

An app to promote fruit and veggie intake among young adults

Institution

University of Maryland

Industry

Health Informatics

Team

3 members

Year

2022

My Role

User Research, Synthesis, Interaction Design, UI Design, Prototyping

Tools

Figma, Google Forms, TryMyUI, Wave

Platform

iOS, iPhone 13 Pro

At a glance

A campus app that incentivizes students to eat healthy

Students log their daily 2F-3V cups, earn coins for every cup, and spend those coins on produce their own university sells at a subsidised price. Mood logging and social leagues keep them in the loop long enough for the habit to hold.

55%

named availability and affordable prices as what would move them

Survey, n=20

60%

said they simply forget to eat fruit and vegetables

Survey, n=20

40%

shifted to processed and frozen food at college

Survey, n=20

10%

reach the five-cup target on a normal day

Survey, n=20

1 in 10

US adults get enough fruit or vegetables

CDC, 2017

9%

of US adults met vegetable intake recommendations in 2015

CDC, 2017

2.7M

lives that could be saved annually with sufficient intake

WHO / 5 A Day

5

prototype flows built: logging, reflection, social, cart, overall

Figma

Log a cup 2F + 3V Earn coins 10 PER CUP Redeem coins CAMPUS STORE, SUBSIDISED Eat FIVE CUPS A DAY End-of-day mood log REFLECTION: MOOD x CUPS Duels and leagues PEER ACCOUNTABILITY, BONUS COINS THE NEXT DAY SOLID = CORE LOOP   DASHED = REINFORCEMENT
The Log-to-Earn model. The solid ring is the core loop: a logged cup becomes purchasing power at the institution's own store. The two dashed blocks are reinforcement; they exist to keep students inside the loop on the days the produce alone is not enough.

01 - Research

Students already know. They cannot reach it.

Five public-health and peer-reviewed sources set the frame; a survey of 20 students aged 18-25, currently in school in the US, told us what actually gets in the way.

Nelson et al., 2008 - Obesity

Emerging adulthood is the window for establishing and intervening on long-term health behaviour patterns.

Conner et al. - PLOS ONE (RCT)

More fruit and veg improved psychological well-being: vitality and flourishing up; five longitudinal studies link higher intake to less depression.

Houghtaling et al., 2022 - IJERPH

Intake is disproportionately lower among socially and economically disadvantaged groups. The gap is structural, not informational.

SECONDARY5SOURCESpeer-reviewed andpublic healthPRIMARY20STUDENTSaged 18-25, in school,United StatesSYNTHESIS4INSIGHTSfrom habits, barriersand motivatorsFRAMING3HOW-MIGHT-WEaffordability, memory,visible payoffCONCEPT1MODELLog-to-Earn
How the research narrowed: literature framed the age group and the payoff, the survey sized the barriers, and four insights converged on one model.
How have your eating habits changed since you moved to college?
  • I rely more on processed and frozen food now40%
  • I have become more aware of what I eat35%
  • No major changes20%
  • Irregular timings, not conscious of balanced nutrition5%
40% moved toward processed and frozen food while 35% became more aware of what they eat. Awareness went up; diet went down.
How often are fruits and vegetables part of your meal?
  • 1-2 times50%
  • 3-4 times35%
  • 5 or more times a day10%
  • I don't eat them5%
Half the sample reaches produce once or twice a day. Only 10% are anywhere near five cups.
What stops you eating more fruit and vegetables?
I forget12 · 60%
Time constraints11 · 55%
Too expensive to buy6 · 30%
They perish quickly1 · 5%
Nothing stops me1 · 5%
Multi-select. The biggest barrier is not cost or conviction; it is forgetting.
What do you want to change about your food habits?
  • Quality of food55%
  • Meal timings25%
  • None10%
  • Quantity of food5%
  • Number of meals per day5%
Students want to change what they eat, not how much. A calorie-counting frame would have missed the ask.
What would motivate you to follow a healthier eating lifestyle?
Personal goals15 · 75%
Better availability11 · 55%
Affordable prices11 · 55%
Regular reminders9 · 45%
Friendly challenges with peers6 · 30%
Health-related information6 · 30%
Multi-select. The top three are the product spec: a personal goal to chase, produce that is actually there, and a price that works. Reminders and peer competition are boosters, not the engine.

02 - Synthesis

The access-motivation gap

Motivation is high and behaviour is low. Everything between the two is structural, so that is where the product had to work.

75% CARRY A PERSONAL GOAL 10% REACH FIVE CUPS A DAY THE ACCESS- MOTIVATION GAP Eatopia spans it with Subsidised produce priced in coins A nudge before the day is lost A payoff students can see this month
Three quarters of students carry a personal goal; one in ten reaches five cups. Eatopia spans the gap with a subsidy, a nudge, and a payoff students can see this month.

01

Access, not knowledge

Nobody needed telling that vegetables are good for them. 55% named availability, 55% named price.

02

Processed is the default

40% shifted to processed food while 35% got more aware. Intent and behaviour moved in opposite directions.

03

Personal first, social second

75% chase personal goals; 30% respond to peer challenge. Social is an accelerant, not the engine.

04

The payoff must arrive early

Chronic disease is thirty years away; mood is not. The RCT evidence gave us a reward students can feel in a semester.

60%

forget to eat fruit and veg

Push nudge before the day is lost, plus a five-step tracker on the home screen

55%

blocked by price and availability

Coins redeemed for subsidised produce at the campus store

75%

driven by personal goals

A single visible target: 2 cups of fruit, 3 of vegetables, every day

30%

motivated by friendly competition

Duels and leagues on their own tab: opt-in pressure, never the front door

03 - Process

How the project ran

01

Secondary research

Five sources on emerging adulthood, intake disparities and CDC strategy.

02

Survey

20 US students, 18-25. Habits, frequency, barriers, motivators.

03

Synthesis

Four insights, the access-motivation gap, three How-Might-We statements.

04

Concept and IA

Log-to-Earn; five tabs: Home, Trends, Store, Social, Profile.

05

Flows and UI

Five flows: logging, reflection, social, cart, overall walkthrough.

06

Hi-fi prototype

Interactive iPhone 13 Pro prototype, entered from a lock-screen nudge.

07

Usability testing

Not yet run. The first thing this needs.

04 - Design

A day inside Eatopia

The whole product is one day repeated. The flow below is the walkthrough the prototype opens with.

08:001Lock-screen nudge“Hi Champ! Did you eatyour 3rd cup yet?”THROUGH THE DAY2Log a cupAdd name, then add photo+10 coins per cupBY EVENING3Hit 5 of 52 fruit, 3 vegetableRing fills on the week strip21:004Mood check-inConversational, multi-selectFeeds the Trends tabANY TIME5Spend and competeCoins at the campus storeDuels and league standings
Entry is a lock-screen nudge, not an app icon. Logging is two taps and a photo. The day closes with a mood check-in that feeds the Trends tab.

4A - Increase intake

A day you read in one glance; a week you cannot hide from

The home screen answers one question first: how many cups are left today. Each completed cup shows the coins it earned, so the reward attaches to the behaviour we can actually influence.

The date strip is a row of rings, not a calendar; each day fills in proportion to the cups logged.

A push notification carries the nudge for the 60% who forget: "Hi Champ! Did you eat your 3rd cup yet?"

Home screen

Home

MON
28
4 cups
TUE
29
5 cups
WED
30
5 cups
THU
1
3 cups
FRI
2
3 cups
SAT
3
4 cups
SUN
4
today
The ring is the app's smallest unit of feedback. The same shape recurs on the coin badge, the streak and the mood chip, so a full ring means the same thing everywhere.
Mood log screen

Mood log

4B - Self-perception

An end-of-day check-in that does not punish a bad day

The app asks how the user felt about the day's goal and names the number they actually hit: "You completed 3 cups out of 5 today." Moods are multi-select.

"We know logging a low mood takes courage, but it will build your skills over time and inform you about your patterns and make you feel better."

Prototype copy. The reassurance sits in the prompt, not in a settings screen, because that is the moment the user decides whether to be honest.

4C - Affordability

Coins buy real produce; the institution pays the difference

This is what separates Eatopia from a tracker. The app connects universities with local farmers, following the CDC's farm-to-institution strategy, and sells that produce back to students at subsidised prices payable in coins.

Prices are quoted in coins, not dollars: Fresh Peach 20 coins a dozen; Avocado 120 coins for 3 lbs; Pineapple 10 coins.

Every student pays the same price regardless of background, which is the equal-access argument built into the pricing model.

Store screen

Store

Social Corner screen

Social Corner

4D - Social motivation

Competition sized for the 30% who want it

The Social Corner splits into Duels and Leagues. A duel is head-to-head with an explicit goal and prize: 30-day challenge, 3+ cups for 30 days, 200 coins. A league is a self-formed group of three or more, ranked inside the institution.

Wins pay out in coins, so competition strengthens the core loop instead of running beside it.

The leaderboard is scoped to the campus, 219 participants at UMD, which keeps the comparison plausible rather than global.

05 - Reflection dashboard

Showing students the link between what they ate and how they felt

Three views under the Trends tab, each answering a question a student can only answer with a week of their own data.

Cup quantity

This week set against last week, so the number carries a direction: 3.9 cups average, up 18%. A "Compared with" control overlays Cup Score, Coins or Streak on the same axis.

Mood trends

Each day is classed positive, neutral or negative. Tapping a bar opens that day's own words: "Why did I feel that way?" Affirmations are drawn from the cups eaten on the good days.

Fruit vs veggie split

2F-3V only works if both halves land, and students over-index on fruit. Numbers sit on the graph rather than in a tooltip.

Fruits

↑ 50%

This week you've consumed 50% more fruits than last week.

This week

15 cups

Last week

10 cups

Veggies

↓ 7.7%

This week you've consumed 7.7% less veggies than last week.

This week

12 cups

Last week

13 cups

06 - Impact and next steps

What the design is betting on

Eatopia refuses to treat nutrition as an information problem. It changes the price and the friction, and uses the game layer to carry students across the weeks before the habit pays for itself.

3

barriers addressed structurally: cost, availability, forgetting

2

reinforcement loops layered on one core economic loop

5

interactive flows in the Figma prototype

0

usability sessions run so far, which is the honest gap

Next 01

Test the thing that was never tested

A task-based study of the logging flow, specifically whether Add name then Add photo survives being done five times a day. Photo capture is the likeliest point of abandonment.

Next 02

Validate the economics

The model assumes a university funds the gap between the coin price and the market price. That is a procurement conversation; a pilot with one dining services team and one regional farm would settle it.

Next 03

Widen the sample

Twenty participants found a pattern but could not size it. The disparities research says the students who need this most are the least represented in a convenience sample.

Next 04

Watch the honesty of self-reported logging

Paying coins for logs creates an incentive to log cups nobody ate. The photo step is the current mitigation; whether it costs more in friction than it buys in accuracy is open.

References

01

Nelson, M. C., Story, M., Larson, N. I., Neumark-Sztainer, D., and Lytle, L. A. (2008). Emerging adulthood and college-aged youth: An overlooked age for weight-related behavior change. Obesity, 16(10), 2205-2211.

02

Centers for Disease Control and Prevention. (2017). Only 1 in 10 adults get enough fruits or vegetables. cdc.gov

03

Centers for Disease Control and Prevention. The CDC guide to strategies to increase the consumption of fruits and vegetables. cdc.gov

04

Houghtaling, B., Greene, M., Parab, K. V., and Singleton, C. R. (2022). Improving fruit and vegetable accessibility, purchasing, and consumption to advance nutrition security and health equity in the United States. IJERPH, 19(18), 11220.

05

Conner, T. S., Brookie, K. L., Carr, A. C., Mainvil, L. A., and Vissers, M. C. M. Let them eat fruit! The effect of fruit and vegetable consumption on psychological well-being in young adults: A randomized controlled trial. PLOS ONE.

Eatopia, Sashank Mullapudi

University of Maryland - Health Informatics - 2022