Foodopia
Foodopia is a recording assistant that helps users enjoy the process of forming healthy habits and develop a positive life attitude through interesting gamification experiences.
Group Project | 2018.03-05
#Gamification #Personal Informatics #UI&UX #Design Research

How It Works
Foodopia is a recording app that is oriented by graphics and gamification experience, aiming to let users enjoy forming habits by exploring virtual islands, collecting various ingredients, making food, and feeding adorable pets.


Motivation
People tend to pay more attention to their lifestyles nowadays and it is not uncommon to record health data on mobile recording apps. However, most of them are instrumentalized, aiming at objective monitoring and analysis of body data. In this mechanical recording mode, it is difficult for people to keep on doing it.
In that case, we hoped that our product is not only a recording tool but also a fun way to urge users to develop a recording habit as well as an optimistic attitude towards life through interesting experiences.
User Research
To understand people's situations in terms of recording health-related data and to explore potential users and their requirements, we conducted a series of user research in the early stage of design, in the form of questionnaires and user interviews.
Questionnaire Survey
1) The concern of health data
Weight, bedtime, and sleep duration are the top three physical data that both male and female respondents care about. However, 10% of male respondents chose “care none”, while there are no female counterparts.
2) Record health data
69% of female respondents have recorded their physical data on mobile apps. Among them, the 23-27 age group accounts for the largest proportion.

3) Recording frequency
Nearly half of the respondents who have recorded body data on apps only record occasionally, and 'always forget', 'feel troublesome' and 'feel boring' are the top three reasons for low recording frequency and giving up.

4) Develop healthy habits
Female respondents are more concerned about developing healthy habits; weight loss, early sleep, and exercise are the top three habits that both males and females most want to develop. 'Use recording apps' is the most popular urging method and the proportion of which women in 23-27 age group is the highest among all groups, followed by women in 18-22 age group.

User Interviews
After analyzing the findings of the questionnaire survey, we invited 6 women between 23 and 27 years old as interviewees to learn more about their characteristics and requirements, since the female respondents in this age group care about body and health data, pay attention to healthy habits, and are most willing to urge themselves by recording on the app.
Define
Target User & Journey

Persona & Requirement Insights

Storyboard & Empathy Map
Develop
Gamification Analysis - Octalysis

Gamification Model Canvas
Information Architecture


Wireframes & Flow Chart

Deliver
Worldview
Foodopia's overall worldview is the exploration of virtual islands. We want to create an interesting sense of contrast with losing weight by setting up a food-related theme for each island, like dessert, sushi, and so on. In the Foodopia world, all props and elements are various food, which makes the overall atmosphere relaxing and lovely.

Main Screens




