Nofima: Norwegian Institute of Food, Fisheries and Aquaculture Research, Department of Innovation, Sensory and Consumer Science, 1433 Ås, Norway; NMBU: The Norwegian University of Life Scieneces, Faculty of Chemistry, Biotechnology and Food Science (KBM), 1433 Ås, Norway.
Nofima: Norwegian Institute of Food, Fisheries and Aquaculture Research, Department of Innovation, Sensory and Consumer Science, 1433 Ås, Norway.
Food Res Int. 2022 Apr;154:111000. doi: 10.1016/j.foodres.2022.111000. Epub 2022 Feb 15.
To tackle current nutritional issues like obesity, it could be valuable to involve children in the development of healthy food products that they will actively chose and enjoy. The aims of the present exploratory study were (i) to assess a methodology for early-stage idea generation through co-creation, for the development of healthy snacks with pre-adolescents, and (ii) to compare two settings, creative focus groups (CFG) and an online community (ONL). Three steps were defined to allow the gradual exploration of the topic and mutual learning throughout the process: (1) Show &Tell: photo taking and -elicitation to understand what children ate; (2) Reflect: a sorting task of the pictures to discuss and reflect on snacking practices (3) Create: an idea generation step, in which a newspaper article describing an idea for a new healthy snack was created. To increase engagement and creativity, gamification strategies were used. Our results demonstrated that children (preadolescents) can create new food product ideas with the proposed process, using enabling and creative techniques. In the CFG the trained moderator could steer the group to the co-creation goal. The setting facilitated teamwork and group learning, collaborative ideas considering preferences of peers and produced a few detailed and mostly actionable ideas. In the ONL less control over the process was possible. The setting produced many ideas varying in the degree of detail and actionability focusing on individual preferences. The feedback and observations from our study, particularly in the CFG setting, implied that the creative approach was highly engaging for participants. Further research is necessary to assess the potential of initial ideas developed by pre-adolescents.
为了解决当前肥胖等营养问题,让儿童参与开发他们会主动选择和喜欢的健康食品可能具有重要价值。本探索性研究的目的是(i)评估一种通过共同创造来开发健康零食的早期创意生成方法,用于青少年前儿童,以及(ii)比较两种环境,创意焦点小组(CFG)和在线社区(ONL)。定义了三个步骤,以允许逐步探索主题并在整个过程中相互学习:(1)展示与讲述:拍照和启发式提问,以了解孩子们吃什么;(2)反思:对图片进行分类任务,以讨论和反思零食习惯;(3)创建:一个创意生成步骤,其中创建了一篇描述新健康零食创意的报纸文章。为了提高参与度和创造力,使用了游戏化策略。我们的结果表明,儿童(青少年前)可以使用提出的流程创建新的食品产品创意,使用可行且有创意的技术。在 CFG 中,经过培训的主持人可以引导小组实现共同创造目标。该环境有利于团队合作和小组学习,考虑到同伴的偏好并产生了一些详细且大多可行的创意。在 ONL 中,对过程的控制较少。该环境产生了许多想法,在详细程度和可操作性方面各不相同,重点是个人偏好。我们研究的反馈和观察,特别是在 CFG 环境中,表明创意方法对参与者非常有吸引力。需要进一步研究来评估青少年前儿童开发的初始创意的潜力。