Using a Digitally Augmented Snack Bowl to Explore Group Snacking Behaviour
Abstract
Group snacking contexts are typically unstructured and frequently associated with the consumption of snack product FMCGs (fast-moving consumer goods). Snacks are generally low value, shared and potentially over consumed. To explore the potential of digital interventions to playfully elevate the value of these snacks, we created a sharing snack bowl technology probe embedding simple game mechanics to track individual turns for taking a snack. This paper presents both in-lab and home studies where participants used the snack bowl whilst simultaneously playing a quiz card game. Findings from thematic analysis revealed how the snack bowl elicited togetherness, reflection, and social pressure whilst also disrupting group snacking habits. Our contributions include implications for reconfiguring snacking and enhancing the value of low-cost FMCGs through ludic design elements, and augmenting everyday tangible objects for use in group settings.
Fields of Study & Subjects
Innovative Human-Technology Interaction
Consumer Retail Behavior Studies
Psychology of Social Influence
Publication details
- Pages
- 1–15
- Publication date
- 7 March 2026
- Language
- EN