Unhealthy eating on campus isn't a willpower problem — it's a design problem. College is one of the most significant transitional moments for habit formation, yet students are navigating choices that favor the unhealthy option — premium prices on nutritious food, time pressures from work and study, gaps in food knowledge, and social environments that make fast food the path of least resistance. The barriers are individual, social, and environmental all at once, and such wicked problem demands a learning Experience Design fix.
Design had a simple mission to make the healthy choice the easiest choice. FixEat is a learning ecosystem — part app, part campus infrastructure — designed to meet college students inside the real constraints of their lives: tight budgets, late shifts, religious dietary needs, and the social pull of fast food. By approaching the problem through Learning Experience Design rather than traditional ID, FixEat integrates behavioral self-regulation, community support, and contextually appropriate interventions to promote sustainable change — not just awareness.
The process began with defining the problem through an LXD lens — mapping the individual, social, and environmental barriers students face using existing research, then establishing that this was an ill-structured challenge requiring human-centered rather than purely instructional solutions. Two primary personas, Halima and Ian, were developed to anchor the design in lived experience: Halima navigating religious dietary restrictions and meal-planning gaps, Ian managing late retail shifts and a fast-food social environment. A third persona, Lucy, extended coverage to the budget-constrained freshman living on campus. Scenarios of use were then constructed for each persona, tracing specific pain points — late-night hunger, label decoding, finding culturally appropriate meals — into targeted interaction opportunities. Hand-drawn storyboards translated those scenarios into spatial and temporal flows before the design moved into information architecture, mapping a dual-interface structure serving both customers and vendors. Wireframes then evolved that architecture into detailed screen flows across six core experiences: meal logging and goal tracking, a generative Meal Maker tool, a community events calendar, a social newsfeed, educational discovery modules, and a self-regulation loop built around monthly check-ins, self-assessment, and a visual efficacy report.