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Cuisino Primaire Functie: Gegamificeerde Ondersteuning bij Voedselkeuzes by Yi Chen

Cuisino Primaire Functie: Gegamificeerde Ondersteuning bij Voedselkeuzes by Yi Chen is a highly esteemed winner of the very prestigious 2026 A' Design Award in IJzer in Mobiele Technologieën, Applicaties en Software Ontwerp Competition Category.


IJzerMobiel· 2026

Cuisino Primaire Functie: Gegamificeerde Ondersteuning bij Voedselkeuzes

by Yi Chen

A' Design Award in IJzer Winner in Mobiel Category

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Verified Award Winner

Verify Award Status for #174948

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The Design

About Cuisino Primaire Functie: Gegamificeerde Ondersteuning bij Voedselkeuzes

Boektekst: Cuisino heroverweegt voedselkeuzes als een gegamificeerd ritueel en transformeert routinekeuzes in momenten van plezier. Met behulp van gedragspsychologie en een speelse UI vermindert het beslissingsmoeheid en stelt het gebruikers in staat om zonder stress gezonder te eten. Geïnspireerd door casual games en welzijnsapps begeleidt de interface bewust eten via micro-interacties, voortgangsbeloningen en een rustgevend visueel systeem. De ervaring maakt voeding minder een kwestie van discipline en meer een kwestie van het opbouwen van vreugdevolle gewoonten.

The Recognition

About the A' Design Award in IJzer

Cuisino Primaire Functie: Gegamificeerde Ondersteuning bij Voedselkeuzes is winnaar van de A' Design Award in IJzer, een prestigieuze erkenning die wordt toegekend aan goede ontwerpen die voldoen aan de professionele en industriële eisen die worden verwacht van goed ontworpen creaties. Winnaars in IJzer tonen grote vaardigheid, hoge specialisatie, deskundig inzicht en het creatieve vermogen van hun makers. Cuisino Primaire Functie: Gegamificeerde Ondersteuning bij Voedselkeuzes wordt verwacht een hooggewaardeerde, bewonderde en gekoesterde creatie te zijn die praktisch en innovatief is. Dit ontwerp dat de A' Design Award in IJzer heeft gewonnen, integreert de beste praktijken uit de sector en heeft bekwame technische kenmerken die verbonden zijn met knowhow en talent. Cuisino Primaire Functie: Gegamificeerde Ondersteuning bij Voedselkeuzes wordt gerespecteerd om zijn grondigheid en is ontworpen om verbeteringen van de levenskwaliteit te bieden die helpen de wereld een betere plek te maken.

Behind the Design

Press Kit

Credits, team members and technical details provided by the designer.

Unique Properties
Cuisino transforms everyday food choices into a delightful, gamified ritual. By combining behavioral psychology with playful UI, it reduces decision fatigue and empowers users to make healthy choices without stress. Each interaction feels like a mini-game, turning anxiety into agency.
Dimensions & Packaging
Cuisino is a non-physical digital design project. The prototype consists of 5 main experience flows with modular components and was built in 1920×1080 and 375×812 px formats. It includes mobile-first wireframes, user journey animations, and a set of customizable onboarding and decision-making modules.
Tags
food decision, playful UX, gamified onboarding, ritual design, digital wellbeing, health habit, casual interface, behavior design, meal planning, emotional interface
Production Technology
Cuisino was realized using a combination of Figma, XD, Illustrator, and After Effects. The design process emphasized visual storytelling, modular components, and interactive mockups. UI animations were prototyped to simulate a casino-inspired experience, with gradient transitions, randomized elements, and playful micro-interactions. The final assets were exported for responsive screen sizes and optimized for both pitch decks and demo presentations.
Design Challenge
The main challenge was balancing delight with depth—how to ensure user agency while gently guiding behavior. Visually, it was difficult to simulate randomness without overwhelming users. Conceptually, the hardest part was resisting utilitarian UX patterns and instead designing for emotion, play, and imperfection—qualities often neglected in food or wellness apps.
Research
This design began as speculative UX research into how decision fatigue affects food habits in urban environments. Methods included desk research, self-tracking experiments, and behavioral mapping of casual food apps. Tools used were Figma, Notion, and visual diarying. Key insights: most food apps overload users with options and assume strong intrinsic motivation. Cuisino rethinks this by embedding habit into gamified rituals, making healthy choices fun, not forced.
Inspiration
Cuisino was inspired by the overwhelming feeling of choice in urban food culture. As a designer living in New York, I saw how indecision and anxiety affected meal planning. By borrowing mechanics from casinos and mobile games, I aimed to create a joyful and structured decision ritual.
Project Duration
The project was initiated during Covid19 in New York City and completed in June 2025. The design was developed independently as a speculative yet functional UX concept and presented via digital channels.
Operation Flow
Users begin by selecting a goal or mood, then receive dynamic suggestions through playful modules like spin wheels, quick picks, and progress meters. Gamified cards and micro-interactions reduce choice fatigue while reinforcing healthy routines. The experience blends randomness with structure, encouraging consistent use while maintaining delight.
Patents
Patent pending.
Copyrights belong to Yi Chen, 2025.
Team Members
Designer: Yi Chen
Image Credits
Image #1: Designer Yi Chen, Cuisino, 2025.

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