Thesis Statement
Eating Disorders have the highest mortality rate than any other mental illness. For women between the ages of 14-25, the mortality rate is 12 times higher than any other cause of death. I created an app called "PeriPals" to help combat the stigma and promote recovery from disordered eating. PeriPals offers daily notifications, positive reinforcement, and gentle but consistent reminders to eat on a regular basis.
(image on left: eating disorder awareness ribbons I had on display next to my final poster. Image on right: how the game looks on a cell phone.)
The final character designs
Room examples in the game
final poster explaining the game using a three step process
Background
"It is heartbreaking to have a child with an eating disorder. But it's worse if you don't feel you have support, good information or a roadmap to recovery” (Mary Beth Ragen, The Baltimore Sun). The goal of my project is to give people with disordered eating a “roadmap” to their bad habits, helping them break their disorder by using positive reinforcement. Disordered eating, such as anorexia and bulimia, affect not only the physical health of the sufferer but their mental health as well. At least 30 million people currently have an eating disorder, and it affects people of all ages, genders, and ethnicities. Though it is extremely common, deadly, and enforced through the media, a negative stigma continues to surround mental health. Disordered eating is about control and usually stems from depression, obsessive compulsive disorder, and anxiety. This cycle repeats itself through a combination of misunderstanding, denial, and negativity. To combat this, I will design an app which can spread a more positive light on this area of mental and physical health. 

My process began by choosing a color. I created a color system based off of the periwinkle flower, the color of the eating disorder awareness ribbon. I used the lightest shade of purple as my general background color and two darker shades to use as highlights. I used the periwinkle flower to inspire my designs and came up with a point system, called "petal points," in which one meal is equivalent to one point. These points also refer to the periwinkle flower. 
I created an identity based off the flower, as well. I used the purple from my color pallet. I selected a font for my logo/identity which is fun and playful and carries on to the type in the app itself. The house on the outside of the mark represents one's physical health and the flower on the inside represents one's desire to change, grow, and prosper in recovery.
Goals
The media can be dangerous to young and impressionable teens, who are the target demographic for disordered behavior. How you were raised, what you see on social media, television, and popular celebrities tend to feed viewers with ideas and images about how one should look, appear, and behave. “Pro Ana” forums online touch on this and often post pictures of famous celebrities praising them for being so thin and “beautiful.” Teenagers consume images of outer beauty and the standards it is associated with. They are taught to feel “worthless” or “less than” because of unrealistic beauty standards.

My ultimate goal is to break down the stigma which surrounds eating disorders and recovery. I want the user to feel more in control as well as be inspired to continue with self care and healthy living. I wanted to promote healthy conversations about mental illness and disordered eating, specifically anorexia and bulimia. I also want to encourage and assist with the recovery process. I want PeriPals to give hope and positivity to those with a disorder which can feel hopeless.
Audience
Though eating disorders can affect anyone at anytime, my primary focus was on young women between 14-25. This affected the way I designed my characters and the overall feel to the game.
Research
My research began by understanding what an eating disorder is. I focused on restrictive disorders, such as anorexia and bulimia, which revolve around a fear of food, calories, and gaining weight. They often spawn from other mental disorders, such as anxiety, depression, obsessive compulsive disorder, or a mix. I researched these as well to get a better understanding of the roots of disordered eating. Because of this, I allowed for the house in the game to be customizable to add a degree of control to aid in obsessive compulsive disorder. I added as much positivity as possible, including the look of the characters, the color pallet of the rooms, and cute sound effects to help reduce anxiety and add whimsy. 

I also collected my own set of data for the research. I made a Facebook poll to better understand my peers and their relationship with food and possible disordered eating behaviors. I interviewed many people, including those in recovery and a therapist who's primary focus is on eating disorders. I asked what they would like in an app meant to aid in the recovery process for inspiration.
(photo on left: created by Public Health Services Office in Women's Health. Right: anonymous at Pediaa.com)
The eating disorder awareness ribbon next to the flower its color is derived from
Process
After many hand drawn attempts to outline the game and design the characters, I began doing digital illustrations. I also came up with a game map to help me visualize the house and levels. I began animating when the characters and house were completed.
Conclusion
I made a short animation using after effects to provide an app demo and show someone interested in the app what it would look like if played on a phone. I included what leveling up would look like as well as a view of some of the rooms. I also included what the meals would look like, a loading screen, and a mood log/journal entry of my anonymous user, "Sally." I used the words "bloom, grow, positivity, and love" to inspire me throughout the creation process and keep me grounded in one set of ideals and goals. My app serves as an outlet for those suffering from disordered eating in providing them the option to track meals and their mood in a private and personal format.

I attempt to add to the positivity media can bring by focusing on overall health instead of “beauty.” My app tracks the number of meals the user has a day and encourage them to eat steady, full, balanced meals. It won’t, however, focus or log calories or weight gain. This would be counterproductive in teaching people the unimportance of physical appearances to the quality of a person’s life and health.    

I believe by shifting the way in which people with disordered eating and body dysmorphia think, it can improve their overall health and opinion of themselves. Their world is surrounded by negative thoughts; they are constantly comparing themselves to others, not feeling like they are good enough, not understanding or wanting to break their unhealthy habits, and feel a lack of control of their emotions and lives. By simply motivating them with positivity and healthy reminders, I think their desire to achieve a healthier body and lifestyle is attainable. The first step in recovery is acknowledgement of a problem and the desire to change. Teaching self-love instead of self-hatred to younger generations is important in improving overall mental health and diminishing the commonality of eating disorders.
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Ashton Butler | PeriPals
Published:

Ashton Butler | PeriPals

PeriPals is an app designed to help combat the stigma with eating disorders and assist in recovery.

Published:

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