As a final bachelor project, I designed Smarker. Smarker is designed to stimulate several valuable goals:
First, Smarker aims to stimulate
a more mindfulness-eating environment. User
testing indicates that drawing on a plate before
supper stimulates this environment. This
is important because a mindfulness-eating
environment stimulates the awareness towards
food (Jeanne Dalen et al, 2010), which may contribute to a
healthy eating behaviour (Bruns, 2013).
Second, Smarker aims to provide an environment
where children are more likely to taste the food that is eventually served. Additionally,
when drawing and maybe tasting the ink beforehand, they already
taste ingredients of the served dish.
Tasting is
important, as research has shown that after
eight or nine taste exposures, the appreciation
towards that particular food increases (Anantha
Lakkakulaa et al, 2010).
Finally, previous research has shown that while
children play with food, they will learn more
and faster about food (Lynn K. Perry et al, 2013).