FOCUS:

Robotics · Health Tech · Behavior Change

ROLE:

Design Strategist · Innovation Strategist · UX Researcher

DELIVERABLES:

Product Concept · Pricing Insights

CONTEXT:

New Product Development · Underserved Market

Cover
Cover
Cover

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

33.5M

33.5M

total addressable market (TAM) identified through layered demographic modeling and survey insights

total addressable market (TAM) identified through layered demographic modeling and survey insights

total addressable market (TAM) identified through layered demographic modeling and survey insights

83%

83%

of surveyed low-income parents with picky eaters said they would purchase a product like Eatall

of surveyed low-income parents with picky eaters said they would purchase a product like Eatall

of surveyed low-income parents with picky eaters said they would purchase a product like Eatall

$120

$120

average willingness to pay (one-time), or $7–10/month—approximately 2x the projected $55 build cost at scale, signaling strong product viability

average willingness to pay (one-time), or $7–10/month—approximately 2x the projected $55 build cost at scale, signaling strong product viability

average willingness to pay (one-time), or $7–10/month—approximately 2x the projected $55 build cost at scale, signaling strong product viability

challenge.
challenge.

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

role.
role.

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
Positive

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
Not positive






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
People really like that they can scan foods






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
55 reviews
Positive
Reported efficacy






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
159 reviews
Very positive






strategic_validation.
strategic_validation.

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)

design+prototyping process.
design+prototyping process.

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

key_insights.
key_insights.

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.

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Showcase image
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reflection.
reflection.

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.