Healthy Helper, an App that motivates university students to cook and eat healthier food.

Brand design, app design, UI design, logo design

My role in the Project:

Interactive prototyping (Figma), UX design

Presentation of the product to stakeholders

Students' problem is the lack of motivation and knowledge to cook healthy and spend considerable time to find what to cook.

The Healthy Helper card and the developed application aim to break the norms of the students that it is difficult, time-consuming, and expensive to cook healthy food and motivate them to cook healthier by integrating behavior change elements into the design.

Scanning the card after an Albert Heijn purchase transfers the ingredients into the app.

Allowing one to scan a physical card or a digital barcode during grocery shopping brings convenience and makes students utilize healthy practices actively. The students’ loss of motivation is prevented by cutting down the steps of an effortful process that needs manual input to log the purchased ingredients into an app (try the prototype).

Healthy Helper offers discounts on healthy options at Albert Heijn based on the purchased ingredients.

Healthy Helper offers discounts on healthy food based on the users' purchasing history in an effort to encourage users to buy more healthy food from the stores. The students will eventually receive discounts if they start making it a habit to buy healthier meals. Often, buying something healthy results in more discounts!

Future meals can be planned by the app, with the ability to keep track of any leftover ingredients.

A feature that is targeting the need of help(=knowledge) and creativity within the university students while deciding what to cook. Users can specify their remaining ingredients with ease and let the app provide them with possible healthy recipes.

Voice assistant providing cooking directions and timings for the meal!

Utilization of varied prototyping techniques and a team-based approach to achieve feasible results!

In order to develop ideas, the preferred method was to create storyboards of a university student who struggles to eat healthy food. A day-in-life approach was used to address frequent problems and discover potential ideas where each developed idea must target a different form of the solution (physical or digital).

From a collective perspective, as a team, we created multiple prototypes where each idea had a unique concept and product form. A series of ideation gatherings made us adopt a mutual concept that is most effective for the target audience and feasible enough to prototype and incorporate into real life.