This thesis evaluates Sip2play, a mug-based tangible user interface designed as a game controller for supporting the intake of medication and supplements in liquid form among children. The system translates the physical act of drinking into real-time input for a mobile game. This study explores whether integrating gameplay into a routine health-related activity can reduce children’s rejection of medicine and support medication adherence. The system is analysed on a theoretical basis using two complementary human–computer interaction taxonomies. Fishkin’s taxonomy is applied to examine embodiment and metaphor. Rivière’s taxonomy is used to analyse the system’s physical and digital structure through the DTOC model and bodiness classifications. A mixed-methods user study with children was conducted using rating scales, interviews, and observations. Results show high levels of enjoyment and motivation, with generally positive usability feedback. Overall, Sip2play demonstrates the potential of tangible game-based interfaces to support engagement in health-related behaviours.