Veggie Dominance!

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A web app to encourage vegetable consumption. To find out more, go to habits.stanford.edu or follow me on twitter at twitter.com/cristinacordova

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  • This short project is straightforward in a good way. You explore some of the fundamental issues in persuasion: triggers, competition, social comparison.

    Good slides. Good work over all

    (the only thing I would say *must* change is calling this a 'study' . . . I'd call it a pilot or a prototype or something that doesn't imply the rigor of a study)
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Veggie Dominance!

  1. 1. + Veggie Dominance! A web app to encourage vegetable consumption Cristina Cordova habits.stanford.edu
  2. 2. + Why? No one wants to eat veggies! Let’s make something everyone hates… into a fun game to encourage veggie consumption for better health!
  3. 3. + Who? All living in All friends with different each other to houses with create group planned meals/ mentality meal times All motivated to Five Stanford improve eating students The habits users
  4. 4. + How?
  5. 5. + Make it gaming, make it fun
  6. 6. + Impact Over 7 Days Each User Increased Veggie Intake! 18 16 14 12 10 User 1 8 User 2 6 4 User 3 2 User 4 0 User 5 * Every 2 points is a serving of vegetables.
  7. 7. + Break it Down Start Unhealthiest Eater Finish •  Users •  Users •  User with began ended lowest study study veggie eating an eating an intake average average doubled of 4 of 6.6 intake by servings servings end of of of study veggies/ veggies/ day day
  8. 8. + Why? •  Users wanted #1: Friends to fit in with friends #2: Competing •  to outperform Users wanted with Friends friends •  Users wanted #3: Daily good triggers at Triggers the right time
  9. 9. + Benefits and Shortcomings Web apps are extremely engaging and texting is an immediate anywhere-you-go HOT trigger! Shortcomings A longer period of study would show if web apps can better health behavior in the long term.
  10. 10. + For more, go to habits.stanford.edu

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