Veggie Sprouts!

An AR-Based Veggie Detection Game

Sep 2025 - December | Role: Game Designer/Programmer

Veggie Sprouts! is an interactive detection-based game that combines playful interaction with real-time recognition mechanics. Players identify and interact with different vegetables through physical actions, turning everyday objects into game inputs.

Background

A Common Struggle

As children grow, refusing to eat vegetables becomes a familiar scene at every dining table. Parents try to encourage healthy eating, while kids push the plate away.



Nooo! Not broccoli again.

Emotional Rejection

Key Insights

49%~52%

kids do not eat daily veggies

among kids aged between 4-8 years old

kids prefer snacks over veggies

>70%

commonly rejected vegetables include beetroot, lettuce, and broccoli.

Children are as likely to dislike vegetables if their parents do.

About are picky eaters among 3 - 11 years old children, may have huge impact.

The mean vegetable intake was approximately , which falls well below the daily amount.

Most

186g/day

as twice

13%-22%

Research

Why kids dislike vegetables? Consequences of Poor Intake


Many vegetables naturally taste bitter, and children’s taste buds are more sensitive. Some vegetables feel “hard” or “dry” when chewed, making them less appealing than soft, tender foods.



Compared to colorful, playful snacks and candies, vegetables often look “plain” or “boring.” Kids are more drawn to foods that look like cartoons or have expressive faces.


When vegetables are rarely served at home, children become more resistant to eating them. Kids tend to copy — if others dislike vegetables, they’ll likely reject them too.


When parents or teachers insist on eating vegetables, children may develop resistance. Eating vegetables is rarely rewarded, while snacks are often linked to rewards.

Taste & Texture

Habits & Preference

Eating Experience

Visual Appeal

A poor intake of vegetables can lead to nutrient deficiencies, weakened health, slower development, and long-term unhealthy eating habits.

Brain System

Lack of Iron and Zinc affects attention, learning, memory.

Eyes

Lack of Vitamin A → leads to poor vision and dry eyes.

Heart System

Unbalanced die increases risk of heart disease and type-2 diabetes.

Immune System

Vitamin C & K deficiency leads to weaker immunity and slower wound healing.

Muscles & Bones

Lack of iron & minerals causes anemia, weakness, and poor bone development.

Overall Body

Risk of obesity from high calorie food, and lower growth rate due to nutrient deficiency.

Digestive System

Lack of dietary fiber results in constipation and poor digestion.

Skipping vegetables may seem small, but it quietly impacts every part of the body. Eating colorful veggies every day helps children stay strong, focused, and happy from the inside out.

Problem Definition

Children aged 4–8 often show avoidance toward vegetables, driven by emotional resistance, distraction, or a lack of positive reinforcement. Understanding these patterns helps frame eating as an act that can be both meaningful and enjoyable.

Types of Vegetable Avoidance

5

1

Selective Eater

Picks certain veggies only (e.g. eats kyle, avoids carrots).

Veggie Rejecter

Refuses vegetables entirely, even when disguised in food.

2

Slow / Distracted Eater

Delays eating vegetables by playing or talking.

3

Emotional Resister

Cries, complains, or frowns when forced to eat veggies.

4

Habitual Skipper

Rarely chooses vegetables

voluntarily in daily meals.

Design Scenarios

I designed three interactive scenarios, which will be used for interviews with parents and children to understand their needs, motivations, and attitudes toward gamified eating experiences.

Interview

The goal of this interview study was to understand children’s eating habits and motivations in real family settings, and to explore how game-based design elements could encourage them to eat more vegetables in enjoyable and sustainable ways.

Interviewee Profiles

6 years old

“If my veggie pet grows when I eat, I’ll eat more.”

Emma


Leafy greens, especially

carrots and bok choy

Fruits (bananas, grapes, strawberries)

Favorite game: Math Island Adventure

Like cute characters (elf, princess)

Insights from Parents Interview

Emma’s parents hope for a playful system that shows their kid’s visible growth and daily progress in eating vegetables.

Liu Family

8 years old

“If my sword glows when I eat carrots, that’s cool!”

Leo


Avoids bitter greens,

like spinach

Enjoys sweet and chuncky food

Favorite game: Minecraft, Eggy party

Often distracted during meals

Insights from Parents Interview

Leo’s parents hope for a consistent, goal-oriented system that turns eating into a fun, measurable challenge.

Zhang Family

Game Scenario Feedback

Emotional bonding turns eating into a caring act.



Emotional Motivation

Children relate to the veggie as a friend, not a task.

But requires strong link to

real-world actions

“It’s not fun anymore when the power stops going up.”

“I want to see my pet grow, but faster!”

-Emma, 6

-Leo, 8

Immediate feedback boosts motivation

Growth-based rewards encourage daily, consistent behavior.

Kids like competitive elements

Requires additional short-term feedback to sustain attention.

“I only feed it in the game… it doesn’t make me wanna eat for real.”

Motivation fades once rewards stop appearing

-Emma, 6

Long-term Engagement

Short-term Excitement

Battle

Upgrade

Veggie Friend

Virtual

Farm

Iteration

  • After the interview, I found that children enjoy instant rewards that make eating fun, but their motivation lasts longer when they can watch something grow or evolve over time.


  • Based on this, the design will pair real eating actions with a simple growth-and-reward loop, supported by a friendly veggie companion that guides the experience.

  • Veggie Capture: The whole game is driven by Unity and AR Foundation, which will be embedded into the game. When the system detects that the child has eaten a real vegetable, it instantly rewards them with coins.

  • These rewards can be used to unlock decorations or seeds, allowing children to grow and personalize their own farm in a fun way.

  • This design aims to encourage children to develop sustainable healthy eating habits through a cycle of play, feedback, and emotional connection.

  • By linking real eating actions with in-game rewards and companion growth, children gain both instant satisfaction and a sense of long-term achievement.

Design Direction

Core Mechanics

Expected Outcomes

Game Inspiration

Game Concept

What is About

It is an interactive eating game designed for children aged 4–8, aimed to help them develop healthy eating habits through playful interaction.

Core Mechanics How to Play

Method Evaluation

To connect children’s real eating behaviors with in-game plant growth, I conducted research of all possible technology, and the below is reasoning behind final consideration.

Technical Realization

Color Based Veggie Recognition with AR Foundation (Unity, Real-Time CPU Image Processing)

Finally, I adopted a color-based method by sampling the AR camera feed around the mouth and classifying the dominant hue in HSV. This runs fully offline, reacts instantly, stays stable under daily lighting, and still preserves the core interaction — “eat veggie → grow vegetables.”

User Testing

Future Improvement

Final Game Display - Art Assets

UI Design

Animation Design

Final Game Display - Flow