Thesis by Beatriz Dionísio
In order to ensure adequate growth, and maintenance of our bodies, a healthy diet is essential. E... more In order to ensure adequate growth, and maintenance of our bodies, a healthy diet is essential. Eating quality, healthy food that is at the correct portion ensures that our bodies do not have any deficiencies and are not over fed. This will improve the state of health and fight contemporary issues, such as excess weight, obesity and anorexia.
Design projects interact in people’s lives and try to improve them. This project intends to identify how interactive design in paper form, contributes to a healthier behavioral change. Positive changes in eating behaviors will make people healthy providing them with information, possible advantages of any change and ways to approach difficulty.
The advantages are inherent, through a mixed methodology of a interventionist or non-interventionist of qualitative base, the present investigation proved the importance and benefits that interactive design brings to changing the eating habits and intake of foods from a plant origin.
An array of requirements for the development of the project was held. The project is composed of three objects, attempting to educate, motivate and change the eating habits of people who suffer from excess weight and obesity. Even though, it may be applicable for people who are looking to adopt a healthier eating habit. This project served as a case study for this present investigation. It was validated through a study of usability and underwent an interaction phase that was used to improve and optimize the final product.
After this process, a set of objects was obtained that were useful, educational and functional, meeting the needs and expectations of its users and helping to change their eating behaviors. This project informs about plant foods and encourages greater uptake.
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Thesis by Beatriz Dionísio
Design projects interact in people’s lives and try to improve them. This project intends to identify how interactive design in paper form, contributes to a healthier behavioral change. Positive changes in eating behaviors will make people healthy providing them with information, possible advantages of any change and ways to approach difficulty.
The advantages are inherent, through a mixed methodology of a interventionist or non-interventionist of qualitative base, the present investigation proved the importance and benefits that interactive design brings to changing the eating habits and intake of foods from a plant origin.
An array of requirements for the development of the project was held. The project is composed of three objects, attempting to educate, motivate and change the eating habits of people who suffer from excess weight and obesity. Even though, it may be applicable for people who are looking to adopt a healthier eating habit. This project served as a case study for this present investigation. It was validated through a study of usability and underwent an interaction phase that was used to improve and optimize the final product.
After this process, a set of objects was obtained that were useful, educational and functional, meeting the needs and expectations of its users and helping to change their eating behaviors. This project informs about plant foods and encourages greater uptake.
Design projects interact in people’s lives and try to improve them. This project intends to identify how interactive design in paper form, contributes to a healthier behavioral change. Positive changes in eating behaviors will make people healthy providing them with information, possible advantages of any change and ways to approach difficulty.
The advantages are inherent, through a mixed methodology of a interventionist or non-interventionist of qualitative base, the present investigation proved the importance and benefits that interactive design brings to changing the eating habits and intake of foods from a plant origin.
An array of requirements for the development of the project was held. The project is composed of three objects, attempting to educate, motivate and change the eating habits of people who suffer from excess weight and obesity. Even though, it may be applicable for people who are looking to adopt a healthier eating habit. This project served as a case study for this present investigation. It was validated through a study of usability and underwent an interaction phase that was used to improve and optimize the final product.
After this process, a set of objects was obtained that were useful, educational and functional, meeting the needs and expectations of its users and helping to change their eating behaviors. This project informs about plant foods and encourages greater uptake.