Food Waste
in Australia

Created for RMIT as a final year project.
Services provided: Design research, Adobe Creative suite, Canva
Deliverables: Board game and Rule book
Time frame: 3 months

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01

Keys Problems

Organic waste breaks down & releases methane, a greenhouse gas global warming potential between 28 and 36 times that of carbon dioxide. Australian economy loses $36.6 billion per year due to food waste.

Households waste 50% of this amount. Families with children tend to waste more food than families without children, and more children in the family often translates to the more significant quantum of food waste.

02

Solution

In 2020-21, the three largest sources of waste were building and demolition (25.2 mega tonnes), organics (14.4 mega tonnes), and ash from C&I electricity generation (12 mega tonnes).

Let's look at Australia, it has a lot of food campaigns educating people about food waste. Although education is an important leverage point. It has been largely ineffective. Because we target everyone!

Can design alter their behavior?

Stanford's: Essentials of Social Innovation

Stop raising awareness; these are four essential elements to creating a successful public interest communications campaign according to Stanford.

1. Target your audience as narrowly as possible.
2. Create compelling messages with clear calls to action.
3. Develop a theory of change.
4. A solution to action.

Target Audience: Children

Families with children tend to waste more food than families without children, and more children in the family often translate to the more significant quantum of food waste.

How might we use different pedagogy techniques in children above the ages of 6 to promote food appreciation & comprehension?

Instead of focusing on food waste we will try to shift the mindset to appreciation and love for food. An education campaign with a twist.


Child-Centered Design Approach
Systemic design changes create fair, child-focused ecosystems, enhancing experiences and reducing parental burden. Inspired by public health models, this approach prioritizes environments that naturally promote child well-being.

Cultural Significance of Food
Food reflects cultural norms, social values, and shared beliefs. Eating practices are shaped by societal norms and interactions, with children influencing and redefining food perceptions.

Constructivist Pedagogy
This child-centered approach emphasizes hands-on learning, play, and exploration. This pedagogy supports independent learning without constant adult supervision.

Play-Based Learning
Play is biologically essential across species, fostering survival and social bonds. In humans, it is innate. Children play spontaneously, driven by curiosity and creativity.

The consumption phase:

The consumption phase accounts for approximately half of the food waste generated within the food system.

Food composition of household food waste: High level of Consumption and Low Economic Value

Food composition of household food waste: Vegetables 80%, Fruits 78%, Cereal based food 63% and Dairy 25%

04

Design Proposition

Game-Based Learning on Food Waste
Set in a dystopia without supermarkets, this game teaches food production challenges by requiring players to grow their own food. By removing surplus and refrigeration, it highlights the effort behind food production, fostering appreciation and reducing waste.

Statement: HungryBuds is a board game used to test the idea of no supermarket and no availability of food. Each player has the objective of completing a recipe card by growing, harvesting, and preparing the necessary ingredients.

Impact: By playing HungryBuds, children will gain a deeper understanding of the complexities of food production and develop an appreciation for the hard work that goes into getting food from the farm to the table.

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Design Proposition

How to Play:

Draw a Food Card: Each player draws one food card that shows the recipe they need to complete.

Plan and Buy Seeds: Players buy seeds and necessary items using their money tokens.

Plant and Water: Players plant their seeds on the farm and water their crops.

Set the Timer: Start the timer for each crop's growing period.

Unpredictability and Action Cards: At the beginning of each turn, players draw an unpredictability card and an action card.

Harvest and Cook: Once the timer completes, players harvest their crops and prepare their recipes.

Feeding the Family: The first player to complete their recipe and feed their family wins the game.

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Significance

Serious games as a form of persuasion can be seen as a powerful new means of communication as well as to effect changes in social behavior, such as to prevent bullying.

Download the entire research:
RESEARCH PDF

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