disease. This trend is partially
influenced by neighborhood-level
factors: In the U.S., low-income
neighborhoods have far fewer grocery stores than affluent ones. And
in the stores that do exist, fresh
fruits and vegetables are hard to
come by. In this setting, technology such as a personal electronic
food journal may be less effective,
because the problem is not simply
a lack of awareness of one’s habits,
but also that making healthy choices is fundamentally more challenging. Examining health issues in this
way moves us beyond a focus on
how behaviors can be improved, to
how ICTs might help users make
healthy choices despite a food environment that makes such choices
difficult.
Coping with the Ramifications
of Inequality
Activist tools can take many forms.
One approach is to create systems
that help users cope with the rami-
fications of inequality. Much of my
work has focused on helping resi-
dents of low-income, predominantly
African American communities
overcome the disproportionately
high barriers to healthy eating
in this context. For example, I
designed OrderUP!, a cellphone
game in which players learn to
make healthier decisions when
visiting local eateries (see Figure
1). Rather than tell users not to eat
at fast-food restaurants, the game
acknowledged that fast-food-laden
streets are the reality for many peo-
ple. As such, OrderUP! attempted to
help users deal with this environ-
mental context. Players assumed
the role of a restaurant server; their
goal was to quickly make healthy
recommendations to customers by
choosing the healthiest item from
a rotating menu. The menu items
were commonly available at res-
taurants in the neighborhoods that
my study participants frequented:
fast-food and soul food dishes (i.e.,
traditional African American cui-
sine). As players saw their reality
reflected in the game, they began
to think about their own day-to-day
eating habits. Furthermore, because
the game showed how healthy each
dish was in comparison to other
commonly available dishes, players
got practical ideas for how to eat
more healthfully.
tool lets people use their cellphone
to record and share audio stories
describing how they have tried to
make healthy eating choices in
their neighborhoods. Through this
system, community members help
one another eat more nutritiously
by sharing their experiential knowledge. Eat Well users valued hearing
the emotion and personality in the
voices of individuals from their
community. These stories inspired
hope, showing people who were up
against the same barriers to making nutritious choices.
In addition to helping residents
advocate change to one another,
ICTs can also help residents change
their environments. Prominent
organizations such as the Robert
Wood Johnson Foundation consistently advocate research and
interventions that facilitate environmental change, whereby the
physical and social environments
• Figure 1. OrderUP!
challenges players
to make healthier
eating choices
when visiting local
eateries.
Facilitating Change
In addition to helping users cope
with inequality, we can imagine
tools that empower them to fight
back against it. Designing systems
that support health advocacy is one
promising direction in this space.
Take, for example, another application I created called Eat Well. This
March + April 2013