Food Sustainability Education
The video below is my group's presentation of our Learner Experience Design project addressing food sustainability education in college students. Continue scrolling for an overview of our research and some images of our design.
We used many different frameworks to analyze our subject. We identified key stakeholders and hypothesized their hopes and fears. We looked at the current state of understanding for our stakeholders and their ideal future state. For instance, freshmen currently lack resources to learn cooking skills like maintained dormitory kitchens, but an ideal state would give them access to such facilities. We discussed how we might bridge those gaps, like by offering cooking classes to freshmen in central facilities.

Then, we looked at the flow of learning about sustainable food habits through the 4MAT learning cycle. It begins by communicating the reason for learning at all, followed by the content, then by putting the content into practice, and finally imagining where to go from there. We went through two cycles of this, exploring the flow of core concepts, then imagining how we might design real learning experiences in each part of the cycle. In our active research, we interviewed freshmen, Dining Services, and Residential Education staff about food sustainability. The conversations validated some of our assumptions and revised others. We also set up a cultural probe for the freshmen to interact with, giving us a much broader qualitative understanding of their mentalities.
From there, we used our research to inform the design of an app that would centralize all campus dining information, fulfilling needs of students, Residential Education, and Dining Services. We designed this experience to both address the stakeholder's intrinsic motivations and provide an education in food sustainability. The education is directly tied to the students' diets, offers opportunities to build community, improve one's health, and discover more food on campus. It is incorporated into the users' physical and digital spaces.
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