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).