FOCUS:
Robotics · Health Tech · Behavior Change
ROLE:
Design Strategist · Innovation Strategist · UX Researcher
DELIVERABLES:
Product Concept · Pricing Insights
CONTEXT:
New Product Development · Underserved Market
Innovation Strategy for a Mealtime Robot to Support Low-Income Children
A product strategy case that transformed insight, feasibility, and market validation into an emotionally resonant robot for healthy eating in young children from low-income families.
Impact at a Glance
Children from low-income families are disproportionately affected by poor nutrition and early-onset obesity. Parents often know what a healthy diet looks like, but struggle to get their picky eaters, aged 2–5, to adopt better habits. We set out to design a low-cost, emotionally resonant system that could gently encourage healthy eating during the one meal families consistently share: dinner.
Today, about one in three American kids and teens is overweight or obese. With good reason, childhood obesity is now the No. 1 health concern among parents in the United States.
-American Heart Association
Design Strategist · Product Strategist · Innovation Strategist · Strategic UX Researcher
I led concept development, product strategy, and design direction for this project. My work included identifying whitespace through market sizing and competitive analysis, developing end user profiles, and translating behavioral and contextual research into actionable design principles. I defined the interaction model and reward logic for the final robotic product and shaped its emotional tone and use context. I conducted early potential user interviews and observations and performed pricing validation (Van Westendorp), TAM/SAM/SOM modeling, and a Porter’s Five Forces analysis. I also led prototyping of embedded electronics (Arduino, Raspberry Pi) and peripheral components (LEDs, pressure sensors, etc.), long-term engagement planning, and user-centered feature definition.
concept_ideation.
We began by exploring how robotic companions could facilitate real-time motivation and learning for children, while also respecting parents’ boundaries around screen time and cost. I conducted a literature review across human-robot interaction (HRI), child behavior change, and early nutrition, as well as competitive scans that highlighted a gap in emotionally intelligent, affordable, in-home interventions. In parallel, I interviewed low-income parents of young children, uncovering key behavioral drivers and emotional goals around mealtime, which was supported by an interview with a childhood obesity expert.
Our initial concept was a hybrid system: a “magic plate” with embedded sensors paired with a robotic dinner companion. However, technical complexity, added cost, and the challenge of reliably detecting food placement without advanced (and unnecessary) AI led us to simplify the system. We ultimately focused on a parent-controlled, app-connected robotic companion that delivers behavior-responsive interaction, positive reinforcement, and lightweight education, grounded in our slow-change model.
Competitive Analysis
Product | Type | Description | Unique Value | Target Ages | Release Date | Distribution Channel | Price | Downloads/ Purchases | Revenue | Reviews | Sales Strategy | Slogan | Strengths | Areas for Improvement | Strategic Insight |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Easy Eater 2 | App | Each player selects a pet to raise and checks in to feed it healthy foods | Real food recognition of food through camera with reward system for fruits/veggies | ~5 | 2013 | iTunes | $0.99 | <5K | <$5K | 23 reviews | — | Get Your Kids to Eat More Broccoli… and Other Fruits and Veggies | Positive reviews from parents | Add junk food penalty system | Gamified food logs are well perceived. |
Eat and Move-O-Matic | App | Helps kids understand food-exercise relationships using a visual format. | Visual food-to-exercise calorie comparison | 9-11 | 2012 | Apple App Store | Free | <5K | <$5K | 3★/5 on app store | |||||
Healthy Heroes 1 & 2: Nutrition for Kids | App | Kids save a city from monsters using healthy food; junk food hinders progress. | Save Yogopolis with healthy food; junk food hinders progress | — | 2014 | — | $2.99 | <5K | <$5K | Positive | |||||
Veggie Circus Farm | App | Teaches veggie names and facts. | Basic veggie identification for toddlers | 1-2 | 2013 | — | Freemium | <5K | <$5K | Too few to determine | |||||
Nicolas Garden | App | Teaches shopping, cooking, and recycling through food play. | Teaches shopping, cooking, and food prep | 5-15 | 2014 | — | — | <5K | <$5K | Positive | |||||
Awesome Eats | App | Sort, stack, and recycle food in playful levels. | Sort, stack, recycle gameplay with food items | All ages | 2013 | — | — | 10K | Unknown | Very positive | |||||
Fooducate | App-Adult | Scans food barcodes and provides health grades with community input. | Food grading via barcode + community support | Adults | 2010 | Apple; Android App Stores | Freemium | 1M-5M | $20K+ | Very positive | |||||
DragonBot | Robot | Robot gives live feedback after kids choose a food. | Robot gives live feedback after food is selected | 5-8 | Research only | — | — | — | — | — | |||||
Autom | Robot | Personalized weight loss coach with robot feedback and FitBit sync. | Weight loss robot that customizes suggestions | Adults | 2013 | — | $200 + monthly | Failed launch | Only raised $7,286 USD raised by 36 backers on Indiegogo | — | |||||
UNICEF Power Band | Wearable | Tracks steps to donate meals; designed as a kid-friendly Fitbit. | Steps = donations to feed malnourished kids | 8+ | 2016 | — | $39.99 | Unknown | Unknown | Negative Poor quality product | |||||
Crunch a Color: The Healthy Eating Game for Kids | Card Game | Card game rewarding healthy eating, manners, and food diversity. | Mealtime point system for food & manners | 4-8 | ~2010 | Amazon | $12.95 | Unknown | Unknown | 4★/5 | |||||
MyPlate Divided Kids Portion Plate, 4 Pack, 4 Fun & Balanced Sections for Picky Eaters | Plate | Color-coded portion plate based on USDA recommendations. | Color-coded meal sections based on USDA | 2-12 | 2018 | Amazon | $19.95 | Unknown | Unknown | 4.5★/5 |
Before investing in high-fidelity prototypes, I conducted a Van Westendorp pricing analysis to assess willingness to pay among low-income families. Results showed that parents were willing to spend between $50–$200 for a one-time device, or $7–$10/month for ongoing use. This validated the financial feasibility of the concept and informed how we built the product.
I also ran a TAM/SAM/SOM analysis, estimating a $33M+ total addressable market, with a conservative first-year obtainable market of ~$83K. A Porter’s Five Forces evaluation indicated a low-competition environment and high near-term market attractiveness, especially within the underserved segment.
Market Sizing Analysis
Number of People | Percent Adjustment From Previous | |
---|---|---|
New births per year among parents aged 25-39 in the US: source: https://www.infoplease.com/us/births/births-ag e-and-race-mother | 2,609,634 | — |
Children in low income homes (aged 0-5): source: http://www.nccp.org/publications/pub_1074.ht ml | 1,252,624.32 | 48% of previous total |
Children aged 2-5 only: ⅔ of ages 0-5 | 839,258 | 67% of previous total |
Population in urban or suburban area source: https://www.census.gov/geo/reference/ua/urba n-rural-2010.html | 677,281 | 80.7% of previous total |
Picky eaters among target population source: interview results | 338,640 | 50% of previous total |
Amount in Dollars Per Year | Product Cost | |
Total Addressable Market (TAM) | $33,525,360 | x $99 (base cost) Not accounting for monthly fees to allow for a more conservative project |
Percent from TAM likely to buy solution | ||
Serviceable Addressable Market (SAM) | $8,381,340 | 25% (from previous research ~1 in 4 individuals who indicate they are willing to buy actually do so) source: Blink by Malcolm Gladwell http://uxmyths.com/post/746610684/myth-21-p eople-can-tell-you-what-they-want |
Percent from SAM who we are project to reach | ||
Serviceable Obtainable Market (SAM) | $83,813 (first year projection) $460,973 (third year projection) | 1%: year one 1.5%: year two 3%: year three Conservative projections based on low level of competitors in market |
Market Forces (Porter's 5 Forces)
We transitioned from an early hybrid concept named Health-E-Eater (a magic plate paired with a robotic companion) to a focused, standalone robotic product based on feasibility, cost, and user needs. I helped lead this pivot, identifying the technical complexity and misalignment between the plate’s sensing limitations and the intended use case.
The final product—Eatall, a compact, emotionally expressive, app-connected robotic dinner companion—was designed to reinforce healthy eating through consistent behavioral cues and short bursts of positive feedback. I defined the product’s interaction logic, visual language, and reward system. The robot changes its state (e.g., going “sleepy” when habits lapse) based on the child’s behavior, helping externalize progress in a playful, emotionally resonant way.
We prototyped Eatall using accessible components (Raspberry Pi 3, neopixel LEDs, a 2.4” LCD screen) to keep production costs low for families. A companion smartphone app enabled parental control and supported long-term personalization. Prototypes were validated in two planned testing phases: medium-fidelity in-home use, followed by refinement and higher-fidelity evaluation with the same user group.
Pivot to Robot Only Prototype
Innovation Strategy Insights
The underserved market is not unreachable—just under-designed for
My pricing and market analysis revealed strong interest in behavior-focused health tools—especially when they were emotionally engaging, low-effort, and appropriately priced.
Design Strategy Insights
Feasibility and simplicity shaped the product architecture
Technical limitations and affordability targets concerns led us to eliminate the hybrid system and focus entirely on a compact, emotionally intelligent robot.
Parents welcomed emotionally attuned technologies
Despite general concerns about screen time, parents accepted technology, screen included, when it served a clear emotional or developmental function, rather than passive entertainment.
Shared meals are a natural window for behavior change
Dinner was the one consistent family touchpoint, making it a strategic moment to introduce small interventions and establish shared habits.
Parents valued low-lift accountability, not data overload
Caregivers didn’t want nutritional dashboards or detailed tracking; they wanted a system that would gently reinforce healthy behavior without adding cognitive burden.
UX Research Insights
Short, joyful micro-rewards were meaningful
Even a 5-second celebration from the robot created engagement. Small moments of delight were seen to be enough to motivate behavior without disrupting mealtime.
Emotional attachment can emerge from minimal cues
Children formed bonds with the robot through simple behaviors like light changes, facial expressions, and praise, demonstrating that emotional resonance doesn’t require complex AI.
Strategic design means knowing what not to build
Eliminating the sensor-based plate was one of the most impactful decisions. It preserved our design values—simplicity, affordability, delight—while removing unnecessary complexity.
Behavior change happens through rhythm, not disruption
Embedding the intervention in existing dinner routines created a gentle but persistent pathway to change.
Product success is built in the translation layer
Turning abstract goals like “long-term engagement” and “habit formation” into material design features (color states, time-based rewards, app customization) was where this project lived or died.
Strategic UX is about systems, not just screens
Designing Eatall meant thinking across physical, digital, and emotional layers of the experience.
Delight matters, especially in underserved markets
Even low-cost interventions can deliver joy, dignity, and meaningful emotional engagement when designed with care.
Viability, desirability, and emotional logic are inseparable
As an innovation strategist, I saw firsthand how aligning pricing, emotional payoff, and behavior mechanics created a product that made sense from every angle: business, user, and technical.