Sweet Deceit

Sweet Deceit. 

WHEN

Fall 2017, Interactive IV

ROLE

Concept, UI/UX, Motion

PROJECT BRIEF

Sweet Deceit is an interactive platform that strives to educate users about the effects of sugar and the harm it can have on their body. Through acquired knowledge of sugar, users can apply what they learn to achieve healthier diets and avoidance of sugar.

America is more active, yet is still becoming more obese.

America is more active, yet is still becoming more obese.

PURPOSE

We lack nutritional education and disciplined diets. The average American consumes four times more sugar than what is recommended. Dishonesty in the Sugar Association and food labels makes it hard to avoid, as well as a lack of knowledge on the health risks of sugar.

Solution 

Solution 

GOAL 01

Create a tool for reflection of personal sugar intake.

Create a tool for reflection of personal sugar intake.

GOAL 02

Provide helpful guidance for future avoidance of sugar.

Connect and engage with a younger audience through digestible, transportable and lively content. 

GOAL 03

Educate on the severity of sugar towards health.

Educate on the severity of sugar towards health.

Interaction Breakdown

Interaction Breakdown

NAVIGATION

NAVIGATION

Sweet Deceit includes four main components: stats, intake, types and effects. Intake and Effects were explored further through execution. Both of these sections focus on a personal level: how much sugar is the user themselves having and how will this have a direct affect to their health. 

SugarInfo-MENU

Create an engaging tool to calculate sugar intake. 

Create an engaging tool to calculate sugar intake. 

GOAL 01

The Intake section combines Augmented Reality with touch interactions for a captivating tool for users to calculate their sugar intake. Mimicking a shopping cart flow, users add items to their foods which creates a sum of their daily intake.

Provide helpful guidance for future avoidance of sugar.

Provide helpful guidance for future avoidance of sugar.

GOAL 02

Throughout the app, "quick tips" appear to give users solutions to avoid sugar. This includes highlighting false advertising and health claims on packaging as well as different types of sugar that our disguised under different names. 

SweetDeceit_InfoGraphic_VisualStill

Educate on the severity of sugar towards health.

Educate on the severity of sugar towards health.

GOAL 03

The Effects section emphasizes the health risks related to sugar. The user can interact with the body through a touch pad and then choose infected areas to see different risks associated with it.

Process

Process

RESEARCH

The beginning stages involved extensive research to uncover the underlying issues associated with sugar. This included looking at sugar intakes across the globe, where is the sugar coming from, what demographic is consuming the most. 

KEY STATISTICS

America leads the world in sugar intake as well as obesity.

Survey Results 

Obesity is rising while fat intake is declining.

Survey Results 

An average American eats roughly 94-126 grams of sugar a day.

The Sugar Association covers its link to obesity and heart disease.

User Flow and Sketches

User Flow and Sketches

ONBOARDING USER

Meet Jake

Meet Jake

Jake doesn't pay much attention to his diet. He knows he needs to change some bad habits because cardiovascular health problems run in his family. 

sugar-userflow-white

SKETCH FLOW

Stats → Intake → Types → Effects

Visual Direction

STYLE - LIGHT

STYLE - LIGHT

Honest
Textured
Reality
Gritty
Impression
Simple

Sugar-BoardsArtboard 2

STYLE - DARK

STYLE - DARK

Bold
Intense
Reliable
Visionary
Clear
Confident

Sugar-BoardsArtboard 1

Final Comps

Want to know what I'll say later?

rileyyank[at]gmail.com

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