Emoverse


Duration
Nov 20224 - Dec 2024 

Teammate
Xiaoman Yang
Zijie Zhou

Mentor
Marcelo Coelho,
Daniel Leithinger
My Role
Product Design, Design Research, Concept Development, Design Engineering, Programming, 2D/3D Prototyping, Interaction Design, Visual Design
Outcome
 A revised end-product after usability test













Project Objective


People are unconscious about the food they are consuming and their impact on the body.

Background
The project consists of two phases: an immersive dining experience and a final product design. The first phase gathers data on people's needs before, during, and after dining, providing insights into their behaviors and preferences. These findings directly inform the second phase, where a product is designed to address identified needs, ensuring a user-centered and research-driven solution that enhances the dining experience.

Context
In today’s fast-paced world, people often consume food without fully understanding its impact on their bodies, emotions, and overall well-being. Modern dining experiences lack personalization, missing opportunities to connect individuals with their unique dietary needs, emotional states, and culinary aspirations.

Problem
Lack of Awareness & Mindfulness in Eating Habits
Emotional and Psychological Barriers











Emoverse transforms your meal goals, hunger level, and emotional state into a personalized haiku - Seamlessly blending culinary inspiration, mood-driven creativity, and AI artistry into a beautiful, voice-delivered experience.









Phrase I - Define the Problem 

Questionnaire
The initial goal of the project focused on understanding the key factors that contribute to an ideal dining experience, as well as the decision-making process behind users' food choices. A total of 60 participants completed the survey.



Food Choice :
   68.4% people place food taste as the most important factor in their daily life.
Enviornment Factor:
   Half of participants care about the way they interact with food and its accessional service.
Social Challenges:
   Almost everyone feel the pressure from surrounding people about their diets.
Food Health:
   People linked the definition of eat healthily with nutrition input.
Environmental Impact:
   Only 16% participants ever associated their food intake with environment.




Physical Data Collection in ExhibitionTo furthur expand the research, I conducted a speculative dining experiment utilizing the power of AI. n this exhibition space, I designed a smart dining setup capable of detecting food intake along with its precise quantity. Using advanced analysis, the system processed this data in real time and translated it into a dynamic, generative lighting experience. The lighting served as a narrative tool, visually illustrating the impact of food consumption on both the human body and the environment. I then asked people to vote on the stand I mannually made and interviewed a few question about their thoughts on the speculative dining experiment. 




Data Collection

1/3 participants rank ingredaient and taste into their top consideration when make food choice.

Even after the speculative experiment, less than 20% participants pay attention to the environmental influence of their food intake.

Participants have a range of attitude towards the nutrition of the food.


Reflection

Through interviews and responses from the stand, I discovered that people become more conscious of the properties of the food they consume when they receive relevant information during the act of eating. However, while the generative lighting experience provided an engaging visual representation, it was ultimately a dispensable feature that did not seamlessly integrate into daily life. If the goal was to reinforce behavioral change or incorporate educational elements into everyday routines, the intervention needed to be embedded within a more natural and accessible medium.

Additionally, the findings revealed that people are generally more concerned with how food impacts their bodies—such as nutritional value and calorie intake—rather than broader environmental factors like carbon footprint. In many cases, food choices were driven by immediate emotional states, or sometimes long-term health but neither sustainability considerations. This insight highlighted the need to design a solution that aligns with personal motivations and habits rather than relying solely on abstract global concerns.







Phrase II - Design the Solution
Based on the data collected from the exhibition, the team decided to further address the pain points by exploring a more accessible medium. To identify the most effective approach, we evaluated the various tools and items involved in the eating process, considering their usability, integration into daily routines, and potential for enhancing user awareness and engagement. 

Project Goal
  • Help users develop thoughtfulness about their food choices by providing intuitive feedback.
  • Enhance the dining experience through artistic interpretation with visual and auditory elements.
  • Increase awareness of body status and the impact of food on health through real-time insights.

Target user
  • Ideal for individuals who prioritize food ingredients and their impact on the body.
  • Beneficial for those experiencing digestive or dietary-related issues.
  • Suitable for anyone looking to cultivate mindfulness in their eating habits.









HMW Question
How might we change our eat routine to inspire
 reflection and minfulness when consuming food?





Ideation
Journey Map
To identify the most effective and impulsive intervention point within the act of eating, I need to first interpret the routine of eating in the daily life and understand the users’ mindfulness in each section.







Tool Matrix
I also created a matrix outlining the properties and potential impact of each medium. Through this analysis, the fridge and utensils emerged as the most balanced option.









Conclusion
Along with the journey mapping, we identified that a device attached to the fridge, used at the moment of deciding what to eat, would be the most effective way to trigger mindful reflection on food choices. At the same time, to ensure feasibility, we designed a fridge lock that requires users to pause before making an unconscious food choice. This mandatory moment of reflection encourages more intentional eating habits and directly addresses the challenge of mindless consumption.





Initial PrototypeAgain, the goal of the device is to encourge  thoughtful food choices before consuming food.  These simple questions listed belove could help people to self-evaluate.

What do I feel?
How hungry am I?
What do I need?


Initial User Flow The first prototype encompasses a range of options that we believe are essential for fostering self-reflection. The output is designed to be diverse, engaging both visual and auditory elements to enhance the experience.






Physical Interface Process
For the final product's interface design, we went through multiple iterations to achieve a balance between functionality and the physical interaction experience across various buttons.

Initial Design/Iteration 1
The initial version emphasizes an OLED screen for visual output. All input interfaces are integrated into a single rectangular device, with their placement and design prioritized according to the significance of each input.

Input
Food Category (discrete): Slider
Purpose of open fridge (discrete): Rotary Knob
Hunger level (continuous): Slider
Time of Meal (cintinuous): Encoder
Play & Stop & Unlock: Button

Output
Dietary Story: Speaker
Entertianment lighting: OELD Screen
Servo


User feedback -  Iteration 1
Goal: Use the device to self-reflect before pick up the food
Averge time used: 1: 21
Frustration:
  • All of the partipants showed a certain level of confusion about the functionality of each buttons without instruction due to an overwhelming number of input options.
  • All of the partipants found it difficult to distinguish between a full meal and individual food items or lacked the necessary knowledge to analyze or categorize the food they were inputting
  • 2 of 3 are struck at first because they don’t know where to start.
  • 1 of 3 expressed his concern on the excessive size of the device to be attached on a fridge.
  • 1 of 3 felt pressure when input the amount of the food she’d like to consume.
Satisfaction:
  • 2 of 3 found the mandatory pause before fridge would help them set up the mind and push them to craft their food choice.







Iteration 2
According to the user feedback, we switched to the emotion wheel that might impact the user food choice.

Input
Purpose of open fridge (discrete): Hall Effect Sensor + Magnet
Emotion (discrete): Encoder Knob
Hunger level (continuous): Rotary Knob
Time of Meal (continuous): Computer Data
Play/Unlock: Button
History: Button + LED indicator

Output
Dietary Story: Speaker
Servo




User feedback -  Iteration 2

Goal: Use the device to self-reflect before pick up the food
Averge time used: 0:34
Frustration:
  • All of the partipants are confused between the long-term goal and short-term goal of eating
  • All of the partipants are unsure about the importance of each button.
Satisfaction:
  • All of the partipants expressed satisfaction towards the simplifed interface and minimized button number.
  • All of the partipants loved the design of the emotion wheel, which displayed emotions within metrics while keeping the other options hidden.



Final Design
Updated User Flow
The new user flow simplified the choices user need to consider and automate the process of locking. For the output result, inspired by the poetic simplicity of Haiku, our product transforms these reflections into personalized, thoughtful verses. 





The Power of Artifical Intelligent
For transforming the user input into the poetic haiku, we design our LLM prompts in code.





Physical Interface

The final design refines the previous one-box layout by dividing it into two rectangular sections, creating a natural gap that allows the servo to control the unlocking mechanism more efficiently. 

To enhance usability, the system limits users to three key data input categories. This reduction simplifies the learning curve and minimizes interaction time while still ensuring users can self-evaluate.

What do I feel? - Emotion Wheel
How hungry am I? - Hunger level
What do I need? - Long/Short Term Goal of Eating






Blueprint
The following blueprint showcase the hardware layout inside the compact box.