Gamified Smart Lunchboxes

FunFeast Encourages Healthy Eating Habits in Kids with ADHD

FunFeast, recognized in the iF Design Awards 2026, is a smart lunchbox designed to support healthy eating habits in kids with ADHD between the ages of two and six.

For parents and caregivers of children with ADHD, mealtime can be a daily battleground, making what should be a nourishing ritual feel overwhelming and frustrating for all parties involved. With a combination of NFC cards, sounds and lights, HWDY Design Studio’s FunFeast has the potential to turn pickiness and pushback into an exciting chance to play, explore, and give attention to foods that may have been overlooked in the past.

Kids are rewarded for finishing their food with collectible hidden characters, and in doing so, FunFeast helps to reduce distractions, promote focus, minimize food waste, and encourage a balanced diet.

Gamified-nutrition
A rise in play-based food engagement that pairs rewards and collectibles with meal completion to shift picky eating patterns into sustained healthy habits.
Assistive-mealtime-tech
Integration of sensory cues like lights, sounds and NFC triggers to reduce mealtime resistance and support attention regulation in neurodiverse children.
Adaptive-engagement-interfaces
Design approaches that personalize feedback loops and reward structures to dynamically match a child’s focus, motivation and developmental stage.

Where This Applies

Childcare-products
Product lines that embed interactive electronics and collectible ecosystems into everyday items to transform routine caregiving activities into engagement-driven experiences.
Educational-technology
Learning platforms that incorporate tactile peripherals and behavior-linked rewards to reinforce attention, self-regulation and dietary learning outside the classroom.
Healthcare-therapeutics
Clinical-support solutions that use gamified adherence tools to complement behavioral therapy for young children with ADHD and related feeding challenges.
SCORE
9.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Z
  • Millennial
  • Gen X
  • Gen Alpha (primary audience)
POPULARITY
Popularity 91%
Activity 88%
Freshness 92%