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Your Roadmap to Real Recovery

Sep 2024 - Dec 2024
CS 147: Introduction to Human-Computer Interaction Design

During CS 147, my team and I worked on a 10 week-long project to create a user-centered solution with the goal of providing a technological intervention for mental health. That solution is FoodWise — Your Roadmap to Real Recovery.

FoodWise is an application designed to help users whilst they are in eating disorder recovery through a personalized recovery roadmap. With a stress and mood tracker, fully customizable toolbox catalog of go-to coping skills, and an emergency help feature for times of relapse, the app equips the users with knowledge and skills for true and sustainable healing.

FoodWise was honored at the Stanford Design Thinking for User Experience Project Expo at the end of the course, receiving 1st for Best Concept and 2nd for Best Overall Project (out of 120+ students and 30+ teams).

Tools: Figma, ReactNative, Expo, Node, Git
Roles: UX Researcher, UI/UX Designer, Frontend Developer
Team: Ava Love, Elton Manchester, Mai Mostafa, NaYoung Son

Four mobile phones displaying an app called FoodWise. The first phone shows a character bear with glasses in front of a blackboard with lesson plans, and options for Lesson Journals and Lessons. The second phone displays a page titled 'Recovery: With Us,' featuring a cartoon bear with a hat. The third phone shows a notification congratulating the user on earning 200 points, with purple flower decorations. The fourth phone displays an assistance screen asking 'How do you feel?' with options 'I feel better' and 'Can I try another?' along with a phone number for help.

Our Design Process

  1. Our Problem Space

The FoodWise problem space centers on how we can use technology to support and educate individuals in eating disorder recovery—helping them rebuild self-trust, mindfulness, and healthy eating patterns through empathetic, educational, and reflective digital design, rather than surveillance or self-punishment.

2. Needfinding

We conducted five in-depth interviews with individuals who had experienced disordered eating to understand their motivations, setbacks, and recovery processes. Each interview was conducted with care and ethical sensitivity, ensuring comfort and consent.

Empathy Maps From Our First Three Interviews

A comparison chart with quotes and statements about eating, health, and food issues. Quotes include "I don't view myself as worthy of eating, of giving myself energy to eat," "Care is inaccessible and unaffordable," and "There is simultaneously too much information and not enough," among others. The chart has sections labeled SAY, THINK, DO, and FEELS.
A colorful infographic divided into four sections: Say, Think, Do, Feel. It discusses experiences and feelings related to eating disorders, weight obsession, and recovery. Sections contain various colored sticky notes with personal reflections and insights.
A mental health infographic with quotes about eating disorder experiences. Quotes include personal reflections on calorie awareness, obsession, purging, and guilt, with a dark background and blue quote boxes.

3. Synthesis, POVs, & Experience Prototyping

We translated our findings into three primary POVs (Points of View) representing different user archetypes each with unique challenges in recovery.

POV 1 (JH)

We met JH a college senior from Korea, who has a history of bulimia brought about by pressures of female beauty standards. We were surprised to realize she puts extreme pressure on herself to lose weight and, as a result, has an all-or-nothing mentality when it comes to food restrictions. When breaking food rules, she feels guilt that causes her to fall into a cycle of binging and purging. We wondered if this means her eating disorder behaves like an addiction in that it is largely triggered by common life stress and acts as an obsession with a body standard. It would be game-changing to provide healthy interventions that prevent triggering a relapse into the addiction of an eating disorder.

HMW

break the cyclical nature of disordered eating and relapse?

Hand-drawn sketches of a mental health mobile app, including tool categories, user name and description input, quick help, urge, regret, and suggestions sections, with handwritten annotations and notes about fonctionnalités and user interaction.
A colorful chart with sections labeled SAY, THINK, DO, and FEEL, containing various notes about an eating disorder, weight, and emotional states, with highlighted quotes and observations.
A digital graphic with quotes and thoughts about eating and food issues, arranged in a grid with some quotes highlighted in blue boxes.

POV 2 (JH)

We met JH a college senior from Korea, who has a history of bulimia brought about by pressures of female beauty standards. We were surprised to realize even though she struggled with comparing herself to others, her eating habits improved when she had company. We wondered if this means the presence/company (in-person or virtual) of trusted friends/community can help prevent her falling back into eating disorder habits (binging and purging). It would be game-changing to Improve access to others who are also on a road to recovery to act as a reliable support system in her recovery.

HMW

use positive messaging and accurate information to shift users’ mindsets in recovery?

Moderate: Toolbox
Add triggers with associated coping mechanisms

A diagram showing components for an interactive tool, including toolboxes, filter with tags, and catalog with editable fields, with handwritten annotations explaining how to add, edit, and find tools.
A digital illustration showing the evolution of a mobile app interface from onboarding screens to a description of the app's purpose. The first screen displays app name 'Tracker' with navigation tabs 'Track' and 'Trends' and buttons for tracking stress, self-talk, and food noise. The second screen shows the same interface with an informational pop-up explaining the app's purpose. The third screen displays the same interface with the pop-up closed. To the right, text states, 'Information Pop-up for the 5 main pages.'

Our poster served as a visual synthesis of the entire design journey. We organized it around three key threads:

  1. The Problem Space — highlighting the inaccessibility of eating-disorder therapy and the emotional challenges of self-guided recovery.

  2. Our Solution — the stage-based roadmap, toolbox, and tracker system.

  3. Our Process — a clear progression from needfinding → low-fidelity → medium-fidelity → high-fidelity prototyping

To balance sensitivity and engagement, we used soft pastel colors and hand-drawn mascots (the turtle and llama) to symbolize progress and companionship.

Our Key Insights

  • Stress and overwork commonly triggered disordered eating cycles.

  • Misinformation online worsened both relapse and recovery attempts.

  • Therapy is expensive and inaccessible.

  • Self-motivation fluctuates, making it hard to sustain progress.

  • Emotional regulation and coping were critical to recovery.

  • “All-or-nothing” thinking created guilt and relapse loops.

  • Body image issues remained persistent even after behavioral recovery.

Key Takeaway: Simple notifications are not sufficient to change habits. It is worth noting that some interviewees did forget to eat, and the notifications did not help prevent this.

Info + Trivia prototype: tested whether food education could shift mindsets.

Screenshot of a chat conversation discussing health and nutrition tips, including false statements about gluten-free foods and details about gluten and celiac disease.
Screenshot of a text part discussing gluten-free foods and myths about nutrition and physical activity, including a link to a health article from the NIH.

POV 3 (JL)

We met JL, a college junior from Philadelphia, who has a history of anorexia and, more recently, developed bulimia. At her lowest, she was eating around 300 calories per day and walking around 12 miles per day. We were surprised to realize despite viewing her eating disorder as morally incorrect, when asked for what she believes is her healed, happy self, she identified a target weight (that she compared to someone in her sorority). We wondered if this means she finds self-worth in how skinny she is and focuses on where she feels she doesn’t meet beauty standards. Hence, her comparison to others is a driving force of her eating disorder. It would be game-changing to shift her motivation for recovery to focus on health rather than weight/body image.

From these, we generated over 30 How-Might-We (HMW) statements, then prioritized three:

Key Takeaway: The prototype failed to adequately test the assumption, but provided important feedback. Information is most helpful when tailored to the user’s specific misconceptions, which was not exactly accomplished in this case.

Community Prototype: tested the emotional benefits of peer support.

A screenshot of a Discord chat channel, showing messages from a user named 'mai <3' introducing a community and support network, and starting discussion threads about achieving food neutrality and managing eating disorders.

Key Takeaway: The test was not a resounding success but still supports the assumption. However, we weren’t able to test during times of stress, so the emotional regulation aspect is not confirmed. Worth further consideration!

4. Concept Development & Market Research

Using insights from prototypes, we refined our solution: A stage-based recovery roadmap combining structured guidance, self-reflection, and positive reinforcement.

We felt this best suited our problem space! While community presents a good opportunity, it is also difficult to regulate and ensure others are not encouraging each other negatively rather than positively. We found in the trivia that while the information is useful, it should be structured towards users specific needs, and we felt the best way to convey this was based on the “stage” of recovery they are on. Our stages are borrowed from the addiction recovery models G-CHIME and ETM, inspired by the insights JH gave us in her needfinding interview.

We then studied four leading apps — Noom, Pomellow, Recovery Record, and Brighter Bite — to identify gaps:

Image of a comparison matrix titled "Our Competitor Comparison Matrix" showing four columns and four rows with checkmarks in several cells, compares four products labeled NOOM, BB, POMELLOW, and RR across criteria such as ED recovery, user autonomy, coping mechanisms, and meal tracking.

From this our concept evolved into a holistic recovery companion, combining:

  1. Educational modules with bite-sized lessons and reflective journaling

  2. A Toolbox for coping mechanisms

  3. A Mood and stress tracker, to see clear progress over time

  4. A gamified roadmap guiding users through the stages of recovery

With our new refined concept, we identified four core design values to guide us throughout our process

  1. Structure allows people to see a tangible solution to their problem

  2. Autonomy empowers the user to regain control of their habits

  3. Growth is necessary to instill hope. When you see progress, you believe it

  4. Fun is vital to ensure the user continues their recovery

HMW

involve community to support recovery and accountability?

To test early assumptions and possible features of the app, we conducted experience prototypes on Discord:

Notification Prototype: tested reminders for eating habits.

Text message conversation asking, 'Have you eaten lunch? It's getting a little late!!'
Text message excerpt saying 'it's dinner time! try to eat soon' with heart emojis.
Text message reading 'have you eaten yet? it's getting kinda late' with a thinking face emoji.

5. Lo-Fi Prototyping & Testing

We constructed paper prototypes representing 3 taskflows:

Simple: Toolbox
Add triggers with associated coping mechanisms

Moderate: First Stage
Complete onboarding, set daily personal goals, progress forward by achieving goals and checking in with the “shop owner”

Sketch of a mobile app interface with progress tracker, goal setting, and a quiz, illustrating levels unlocking as goals are completed.

Complex: The First Level
After onboarding, explore the app, set daily “mini goals”, do a lesson and a reflection activity, log your mood and stress

Storyboard of a learning app interface showing lesson progression, notifications, affirmation popup, and review content with handwritten notes and labels explaining the workflow and features.

You can read more about our Medium-Fidelity prototype in our README

8. High-Fi Prototyping & Heuristic Evaluation

Using React Native and Expo Go, we developed a functional cross-platform prototype with consistent branding and navigation. We then ran a cross-class heuristic evaluation.

Our most pressing violations were:

  • Consistency & Standards (H4)

    • Inconsistent button designs

    • Some text boxes looked like buttons

  • Aesthetic & Minimalist Design (H8)

    • Some pages were visually overwhelming and distracting

  • Help & Documentation (H10)

    • Lacks clear instruction in the beginning about how to navigate and unlock levels

Our revisions included:

  • Simplifying the onboarding survey

    • Many users indicated that although it was thorough, it was a long and tiresome onboarding process which could easily be shortened.

  • Consistent styling for buttons and headers

    • Buttons were consistently styled with green background and black outline, headers had background color removed

  • Clear tutorials and help (?) buttons on all screens

A series of six mobile app tutorial screens for FoodWise, a nutrition or meal tracking app. The screens include introductory messages about the profile page, quick help, home page, tracker, toolbox, map, and start journey prompt, with icons for navigation at the bottom.
Comparison of interface design before and after improvements. The top row shows header designs with a blue bordered 'Toolbox' header before, and a green filled 'Toolbox' header after. Below, button designs show plain 'Save' and labeled buttons with flowers on a beige background before, and green fill with black outlines on a beige background after.

You can read more about our High-Fidelity prototype in our README

9. Poster, Pitch, & Demo

As we finalized our high-fidelity prototype, our focus shifted toward communicating our design story — turning months of research and iteration into a concise, compelling narrative for the CS 147 Design Expo.
This phase was as much about storytelling as design: we wanted every artifact — the poster, pitch, and live demo — to reflect FoodWise’s empathetic tone and structured recovery philosophy.

Design of an app called FoodWise with three screens showing modules for eating disorder recovery, including lessons, journaling, and a structured roadmap, along with graphics and text explaining its features, problem, solution, and process.

Pitch Presentation

We wanted our pitch to evoke empathy and hope, reflecting both the seriousness of eating disorders and the optimism of recovery.
Our final 30-second script read:

“Eating disorder recovery is hard, and therapy is often costly and stressful.
Introducing FoodWise — your go-to companion for your recovery journey.
Through a personalized roadmap, FoodWise equips you with the habits and skills for sustainable healing.
You are not alone. Take the first step toward a new life with FoodWise today.”

Delivered live alongside our final slide (below), this pitch succinctly communicated the heart of FoodWise — an empathetic, educational, and empowering tool for self-guided recovery.

Illustration of three women sitting close together on a sofa, with one resting her head on the others' shoulders, representing support and friendship. Surrounding the illustration are three smartphone screens showing the FoodWise app, featuring features like a toolbox, map, and tools for recovery. The FoodWise logo and slogan, 'Your roadmap to real recovery,' are displayed on the background, emphasizing mental health and wellness support.

This single slide brought together our visual identity:

  • Warm, inclusive illustration showing emotional support and safety.

  • Interface mockups highlighting the roadmap and toolbox features.

  • Color palette of soft greens and peaches symbolizing calm, renewal, and growth.

  • Tagline: “Your roadmap to real recovery.”

Together, these elements reinforced FoodWise’s dual goals — to make recovery feel structured yet gentle, clinical yet human.

Live Demo

Our live demo was built with React Native + Expo Go, allowing visitors to interact with the prototype directly on their phones.
The demo flow guided users through:

  1. Introductory survey → personal reflection and onboarding

  2. Toolbox feature → adding, editing, and deleting coping tools

  3. Lesson module → completing an educational task with journaling

  4. Mood Tracking → for mood, stress, and “food noise”

  5. Emergency Assistance → help for instances of relapse/near-relapse

We also prepared Wizard-of-Oz interactions for non-functional components (e.g., the tracker’s pre-filled data and lesson video mockups) to preserve flow and realism during testing.

During the Expo, we presented FoodWise to instructors, peers, and visiting judges.
Feedback praised the clarity of our value proposition and the harmony between empathetic tone, gamified visuals, and educational content. Visitors described the experience as “uplifting,” “non-judgmental,” and “surprisingly joyful for such a serious topic.”

Complex: Maintenance
Maintaining recovery through a personal garden once you’ve completed the roadmap

A storyboard or wireframe for a gardening or landscaping app, with sketches of app screens and handwritten notes in red ink pointing out features such as garden bed to water, navigation to garden water plant, and maintenance task management.

We then conducted usability tests with four participants who were familiar with disordered eating. We found that:

  • Users appreciated the friendly visuals and conversational tone, finding it motivating.

  • Some interactions (e.g., layered popups) were confusing.

  • Surveys risked being too long or invalidating for certain disorders.

  • Users wanted earlier access to personalization and recovery tracking.

  • The complex task actually had the fewest clicks, which suggests it is actually simpler, it was intended for experienced users, but could see use by typical users

8. Med-Fi Prototyping

We took our insights and transitioned to digital, building an interactive Figma prototype. We shifted our taskflows and expanded our app structure to include five roadmap stages:

Awareness → Understanding → Emotional Regulation → Self-Compassion → Maintenance.

Each represented by a unique shop with a unique shop owner.

Simple: The Introductory Survey
Designed to collect intake information that can inform the lesson modules shared with the user for their particular recovery journey.

A storyboard with a series of illustrated scenes depicting two characters during a lesson about budgeting or managing money. The scenes include dialogue, questions, and explanations, with handwritten red annotations highlighting key points such as 'Major Introduction,' 'Open to Comment,' and steps in the lesson like 'Why?' and 'Break.' The storyboard is on a grid background with sketches on iPhone screen mockups and notes about navigation and user info.
Comparison of two sets of smartphone screenshots showing a revised survey design labeled 'Before' and 'After'. The 'Before' set features multiple iPhone screenshots with cartoon characters and a yellow survey window. The 'After' set displays modified survey screens with different cartoon characters, more detailed text, and a pinkish background, illustrating improvements in survey presentation.

Poster Design

A chart divided into four sections: SAY, THINK, DOES, FEELS. The chart contains various colored sticky notes with comments about food, therapy, apps, and emotional reactions related to eating habits and disorders.

Our Design Process is also fully documented on our website! There you can find our reflections from user interviews, prototyping and testing solution ideas, our final low, medium, and high fidelity prototypes, and our final report.

https://hci.stanford.edu/courses/cs147/2024/au/projects/Technology-for-Mental-Health/FoodWise/

Our Concept Video

*won two awards during our in-class concept video expo! Best Location and Most Consistent Values

Our Final Solution

An informational poster about FoodWise, a mental health tool for eating disorder recovery. It features screenshots of a mobile app with modules on lessons, journals, and tasks, a roadmap guiding structured guidance, and a toolbox with coping mechanisms. The poster explains the problem of cyclical eating disorders and offers FoodWise as a personalized, sustainable recovery solution.

Our Final Project Demo

Implementation

Our final prototype was developed in React Native and deployed through Expo Go, enabling seamless testing across iOS and Android devices. The full implementation is open-source on GitHub.


We translated our Figma designs directly into code, carrying over the same soft palette, typography, and warmth that defined the app’s visual identity. Each page—the Toolbox, Roadmap, Tracker, and Emergency Assistance—was built as its own interactive environment, guiding users through the same structured yet compassionate journey we envisioned in our storyboards.


To simulate the feeling of a complete, living product, we used Wizard-of-Oz elements like pre-filled tracker data and placeholder lesson videos, allowing participants to experience the rhythm of recovery FoodWise encourages: reflection, learning, and growth through gentle guidance.

Reflection

CS 147 was my first time really delving into human-computer interaction design, and I couldn’t be more grateful for that. This is hands down one of, if not the best, class I’ve taken at Stanford.

From start to finish over 10 weeks, the course guides you through every aspect of creating an app. It is through this course that I learned how to conduct my first user interview, how to identify pain points, how to create a comprehensive solution, how to make and test prototype. It was my first time genuinely learning how to engineer a solution.

I look back on this course and project with the utmost pride and fondness. At a time when I was unsure of what I wanted, FoodWise came and showed me that I am capable. That not only do I have the passion for design, but the ability for it as well. Although my imposter syndrome is certainly not cured (whose is), this project gave me the first real chance to show what I can accomplish. Not only to others, but to myself.

FoodWise won Best Concept and 2nd Best Overall at the Design Thinking for User Experience Project Expo at the end of the course. If I were to expand on this project, I would love to develop the methodology behind the recovery process we created more. With more substantial research, I sincerely believe this could help many, many people. I would love to see it through one day.

Group of people at a conference or award event, holding a poster and small red notebooks. The background features a large screen displaying "Foodwise" and a slide presentation. One woman is taking a selfie with her team, celebrating their win for best overall team.