We developed four mobile phone prototype applications informed by theoretical models of behavior change to improve the snacking habits of low socioeconomic status (SES) families. Eight primary caregivers and 18 secondary caregivers from low SES backgrounds used the applications to evaluate their usability and usefulness. We found a schism between primary and secondary caregivers regarding whether the applications should be based on games, indicating a need to reconcile these differences to develop a system to support healthy family snacking. In addition, social context, understandable health abstractions, and sensitivity to health values are all important considerations when creating applications in a low SES context. This research contributes design implications for future applications intended to improve snacking habits in low SES families.