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Edible Entertainment: Taste Diversity in Additive Manufacturing for Authentic Digital Food Design Solutions

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Conference

2023 ASEE Annual Conference & Exposition

Location

Baltimore , Maryland

Publication Date

June 25, 2023

Start Date

June 25, 2023

End Date

June 28, 2023

Conference Session

Experimentation and Laboratory-Oriented Studies Division (ELOS) Technical Session 2: Manurfacturing, Simulation, Safety, and Technical Writing

Tagged Division

Experimentation and Laboratory-Oriented Studies Division (DELOS)

Tagged Topic

Diversity

Page Count

14

DOI

10.18260/1-2--43216

Permanent URL

https://peer.asee.org/43216

Download Count

109

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Paper Authors

biography

Nandhini Giri Purdue University - West Lafayette (COE)

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Nandhini Giri, PhD is an Assistant Professor of Human Computer Interaction and Founding Director of Entertainment Futures Lab at the Department of Computer Graphics Technology, Purdue University. Dr. Giri studies the impact of emerging entertainment graphics technologies to develop interactive media systems for authentic human experiences. She also develops design frameworks for expertise development in the computer graphics industry practices.

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biography

Ajay P. Malshe Purdue University at West Lafayette (COE)

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Ajay “AJ” P. Malshe is currently R. Eugene and Susie E. Goodson Distinguished Professor of Mechanical Engineering at Purdue University. He is the Co-Director of Purdue’s Engineering Initiative (PEI) for Manufacturing. He has a collective professional experience of 40 years, partly overlapping, in industries (as a Board Member, CTO, and entrepreneur) and academia. He has gained a national and international reputation in advanced manufacturing, multifunctional-resilient-sustainable bio-inspired designing, functional multi-materials, and system integration and productization. Over the decades, application areas of his interest and contributions are heterogeneous microelectronics for high-density systems, nanomanufacturing for extreme machines, in-space servicing, assembly, and manufacturing (ISAM) at the point of need, and biomanufacturing for lab-made food proteins and food equity. Malshe has trained more than 1400 graduate and undergraduate students and mentored numerous younger engineers in academia and industries. He has published over 225 peer-reviewed manuscripts. He has received over 27 patents and his patent/product conversion rate is more than 70% resulting in more than 20 award-winning engineered products applied by leading corporations in energy, defense and aerospace, transportation, EV, die casting, high-performance racing, and other key industrial sectors. He has delivered over 100 keynote invited talks around the world in leading forums. He serves multiple professional organizations in various roles as a committee member and Board Member. Malshe has received more than 45 prestigious international honors for scientific discoveries, engineering innovations, and breakthrough products. In 2018, he was elected to the National Academy of Engineering (NAE) “for innovations in nanomanufacturing with impact in multiple industry sectors”, the highest award an engineer can receive. Additional noteworthy awards include Fellowships to the American Association for Advancement of Science (AAAS), the American Society of Mechanical Engineers (ASME), the American Society of Materials (ASM), the International Academy of Production Engineering (CIRP), the National Academy of Inventors (NAI), and the Institute of Physics (InstP), London, UK; Society of Manufacturing Engineers (SME) David Dornfeld Blue Sky Manufacturing Idea Award for co-pioneering “Factories-In-Space” idea; SME-S.M. Wu Research Implementation Award; recipient of engineering translation awards including three Edison Awards for Innovation; Tibbett Award by the US Small Business Association sponsored by EPA for successful technology transfer; R&D 100 Award, (the “Oscar” of innovation).

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Abstract

Entertainment as a communication and experimental platform can be effectively applied for introducing students to social issues related to food equity, nutrition, and security in classroom learning environments. Educational projects at the intersection of food and entertainment has the potential to raise awareness about social issues and encourage students to creatively think about innovative solutions using digital entertainment tools and human-centered design methodologies. This paper presents the results of our exploration at the intersection of food and entertainment by introducing the concept of edible entertainment to students in a graduate level course in a university setting.

The main goal of this social experimentation is to explore the opportunity at the intersection of food & entertainment for awareness, explore new innovations & knowledge retention among students. The educational goals of the 12-week project was to (1) Develop an awareness on the topic of food inequity issues, nutrition security and health among students specializing in computer graphics technology, (2) Co-create authentic food experiences through personal, cultural, and social narratives and (3) Prototype entertaining digital food design solutions to address food equity issues.

Our research objectives in designing this interdisciplinary project is to encourage non-traditional solutions in project-based educational methods. We created a platform for students to identify taste diversity parameters in additive food manufacturing processes and to develop socio-culturally validated authenticity in digital food design solutions that addresses food equity issues.

Students were introduced to the topics of food security, nutrition, and equity through classroom lectures, that was followed by weekly exercises that added new layers of design constraints in the ideation, prototyping and testing phases. The design process was divided into the following steps (1) Personal narrative on food - emotion mapping reflections (2) Exploring physical and digital materials involved in the mapping (3) Framing a digital food experience based on steps 1,2 and situating it in a cultural & social context (4) Identifying tools, material, and processes for the experience creation (5) Prototyping a digital food probe that embodies the food experience (6) Collecting feedback and refining the prototype. The criteria for evaluating the projects was based on (1) Feasibility of prototype in improving taste diversity in additive food manufacturing process (2) Application of inclusive play interactions in digital food experience design to enhance the entertaining value of the product.

The expected outcome of this experiential learning are to (1) Develop an understanding of food equity issues and the importance of additive manufacturing technologies (3D printing) to address the problem (2) Develop prototypes of digital food design solutions that embody diverse narratives and edible taste interactions (3) Identify ways to apply this digital prototype to resolve real-world food equity and nutrition security problems.

Giri, N., & Malshe, A. P. (2023, June), Edible Entertainment: Taste Diversity in Additive Manufacturing for Authentic Digital Food Design Solutions Paper presented at 2023 ASEE Annual Conference & Exposition, Baltimore , Maryland. 10.18260/1-2--43216

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