Context
Danone Research and OLPC France have collaborated to develop a software educational game about nutrition. This collaboration took the form of hiring by Danone Research a student co-supervised by Danone Research and OLPC France. The course ran for six months from April to October 2011. The student was Stefanie Nobel, an engineering student at the ETH. Supervision Danone was directed by Jean-Michel Antoine, Director Nutrition Expert at Danone Research. Supervision OLPC France was directed by Lionel Laske, president of the OLPC France.
The internship report is available here . Functional and technical presentation of the activity and took place in September 2011 during the SugarCamp # 2 hosted by OLPC France, the video is available here . Finally the sources of the application are available here .
Daniel Carasso Center of Danone
Objectives
The objectives of the program were:
- Enable children to understand the importance of nutrition on their health without using the theoretical concepts of nutrition (food category, calories, ...),
- To inspire children to diversify their diet and discover new tastes, taking pleasure in developing recipes and share them with peers,
- Allow Danone and other members of the scientific information gathering anonymous food to better understand dietary patterns of children in different countries.
Classroom in Nosy Komba
Software Guidelines
Software Guidelines were laid during a workshop led by Olivier Maurel of Danone Communities in February 2010 at L'Atelier BNP. The proceedings of this workshop is available here .
The principle for the game is to live a virtual avatar representing the child. The health status of the avatar is represented by the value of different gauges. The child can prepare recipes and feed the avatar to improve the value of the gauges. The child can also perform various physical activities to their avatar to decrease the value of the gauges. By optimizing the best absorption of nutrients and practice activities, the child can concretely materialize the importance of nutrition on the health of his avatar, and then on himself.
The diagram below describes the key components the software produced.
The following sections detail these elements.
The food base
For this program it is necessary to have the nutritional values of different foods that will be used by the child. Specifically we chose to use the decomposition of each food in 22 essential components: water, total energy, Protein, Fat, Sugar, Calcium, Iron, Magnesium, ... Each value is fixed for 100 g.
These values must be available for raw foods (eg tomato), for processed foods (eg tomato puree) and processed foods because they contain additional additives (including sugar or salt) added at the factory .
As described below, these values may be indicated by a director of software, however, the base values are provided in the software. These values are derived from the database of the U.S. Department of Agriculture (detail here ) that contains over 7000 foods and we have taken part in the software.
The basis of activities
Activities are the different physical activities that you can do to make your avatar. These are sports, travel, games, ... These activities lead to a tired child and therefore nutrient uptake. For simplicity, we therefore considered that an activity could be represented by the set of values of the constituents of which he leads the expense (a kind of "food negative"). We calculated these values for 1 minute of each activity and we have inserted in the software.
On the same principle, we assume that the disease is a specific activity which will cause more expense than normal.
The engine
The heart of the software consists of an engine that represents the effects of diet. The objective of this engine is both to provide a realistic representation of the mechanisms of digestion and absorption and spending of nutrients, while providing an algorithm simple enough to be integrated into a computer game.
Specifically the engine relies on the food base and the base of operations to calculate intake and expenditure of nutrients and enhance the status of various gauges of the avatar. The engine also relies on it for a table of daily values of the various nutrients necessary for a child s.
It should be noted however that the engine required some simplifications. For the energy spent during of an effort by example, it may come either carbohydrates, either lipids. We spend 100% of the sugar when making an intensive sports activity and not usual, against 40% sugar and 60% fat when doing a sporting activity and low-intensity routine. To simplify this specific example, the engine now considered an expense and therefore not usually an expense of sugar.
Achieving revenue
One goal of the game is to raise revenue. This occurs in the two-stage game:
- selections of food ingredients the recipe,
- realization of the recipe by preparing and mixing the food.
For reasons of time, only the food selection was developed in the game today This selection is to choose on different displays (fruits and vegetables, meat, dairy products and other products) ingredients. Specifically, we select a booth and then click on the image of the selected food or using the text search engine to find it. Finally, we choose the desired amount in grams or number of "servings" that we feel the weight for each food. All foods are added to a selected list will be used for preparing the recipe.
The realization of the recipe is to combine food and utensils using different method of preparation (cutting, cooking, ...). Each step is automatically recorded on the recipe book to be shared.
The parameterization
From one country to another, there are a variety of ways to feed themselves. Since its conception, the game was expected to reflect this diversity. It is materialized by setting options of the game at different levels.
Primarily through food. The food base comes standard and can easily be adapted to provide only specific foods in countries where the game will be deployed. The composition of food in their elementary constituents can also be modified to take account of local varieties or environmental factors modifying their absorption. The interface of choice of food can also be configured so that the food visible primarily on the stands are the most common foods in the country.
Finally, just like the food, the basis of available activities (games, sports, ...) is configurable as well as the expense of nutrients they cause to reflect such climatic conditions in which they are used.
Traceability
To allow the collection of information on dietary patterns of children, each action of the game is drawn. And food intake by the avatar and the achievement of physical activities are recorded in a log file detailing the composition of elements come into play
Even if it is not yet the case in the current version of the game, the goal is to collect and forward such information for the purpose of dietary survey. One can imagine for example measuring the composition of one or more meals a set of children for several days or weeks.
Demonstration
The video below dessousprésente a sequence of full use of the game At first we chose its food (here's Beef, pasta, cheese, yogurt, peaches and a glass of water), they consume what increases the counters of the avatar.
http://www.dailymotion.com/video/xma66e
Then performs an activity (here a presentation for 1 h) which causes the decrease of the counters.
Conclusion
The game has been achieved, although it is only a prototype operational, we can validate the concepts that we try to demonstrate:
- It is possible to represent and understand the concepts of nutrition on health in a fun way. With a configurable engine based on a food base and a base of operations, with some simplifications can represent the digestion, absorption and spending of nutrients by the body.
- It is possible to trace food and children's expenses to consider an anonymous collection or a food survey.
We have not had time to stage the pleasure of discovering new tastes and sharing by implementing the functions for creating recipe. The first models that we have designed these features, however, let us think that it is quite feasible.
The result will be to transform this prototype into a full realization of both functionally and in design and ergonomics to make it attractive to children.