Kiosk Interface Design Guidelines

Timeline
Fall 2025
Duration
8 weeks
Role
UX Designer & Researcher
A cross-industry kiosk design reference for a consultancy’s client engagements

NDAThis case study covers sponsor work protected by a non-disclosure agreement, specifically the company’s prototype visuals and analyzed competitors are excluded or generalized.

Outcome

We handed off a validated set of best-practice design guidelines for entertainment and hospitality kiosk interfaces, alongside a journey map exemplifying the findings and recommended next steps for continuing the guidelines.

A set of kiosk design guidelines for hospitality and entertainment kiosks, formatted after NN/g's heuristics.
A set of design guidelines for hospitality and entertainment kiosks, formatted after NN/g’s heuristics and verified across three rounds of testing.
A journey map of the project's final validated user flow, capturing emotion dips and reference insights.
A journey map of the project’s final validated user flow, capturing emotion dips and reference insights for the guidelines.

Overview

The sponsor was Frogslayer, a custom software development firm partnering with food and entertainment brands to build guest-facing digital products. We were asked to construct a standardized set of evidence-based design guidelines that would help future kiosk projects avoid usability pitfalls.

The Problem

Kiosks are increasingly common across industries for their convenience and cost-efficiency, yet their design still leaves users consistently frustrated.

Unlike mobile or web apps, kiosks lack a standard design framework focused on user comfort, so the same usability pain points recur.

My Role

I worked as a UX Designer & Researcher, researching the current state of kiosk design, building the base user flow, constructing the usability-testing prototype, and iterating on insights across three rounds of testing.

I was also the team’s primary point of contact with Frogslayer’s product team, maintaining both sides’ understanding of the project’s progression, and co-led internal planning toward the project’s goal.

Researching

Clarifying Scope with the Sponsor

The request arrived vague, as “design kiosk interface guidelines”. We audited the existing Figma prototype from Frogslayer’s prior internal research with their product team and settled on four scope focuses:

01Internal ergonomics
02Hospitality & entertainment industry
03Loyalty programs
04External environmental factors

Establishing the Evidence Base

We built the foundation on two stakeholder perspectives: the producer side and the consumer side: how businesses build kiosks, and how users experience them.

Starting with the producer side, we focused on two questions:

  • What makes up a kiosk interface?
  • How are companies designing kiosk interfaces today?

Gathering Firsthand User Insight

After understanding the producer's side, we shifted to the consumer's perspective to answer the following questions:

  • How do users currently interact with kiosks?
  • How do users actually behave on kiosks in context?

Ideating

From Individual Sketching to a Testable User Flow

We developed the user flow in two passes, individual sketching and feature selection, then wireframing, so usability tests could apply our findings to an interactive flow.

Individual Sketching & Feature Selection

To ideate in extensive detail, we first individually brainstormed through quick sketching arcade kiosk user flows before reconvening. After discussing and assessing each other’s individual feature ideas, we voted on each other's works to decide which features to include in the usability test flow.

Pain points from field observations
  • Payment interactions with text-only instructions
  • Auditory countdown cues threatening a return to the start of the flow
Feature themes we selected
  • Onboarding assistance
  • Clear affordances through consistent UI, to reduce hesitation
My ideated arcade kiosk user flow sketch.
My ideated arcade kiosk user flow

Wireframing on the Observed Base Flow

To focus more on the features’ implementation, we imported a base kiosk arcade user flow based on the one utilized during user observations to quickly expand the wireframe into an interactive prototype ready for use.

Whiteboarding of the field-observation arcade kiosk flow.
Whiteboarding of the field-observation arcade kiosk flow
→
Wireframed user flow addressing the significant pain points from user observations.
Wireframed user flow addressing the significant pain points

Verifying

Validating and Retesting with User Insights

We ran 19 test sessions across 3 rounds of moderated testing at the busy Purdue Memorial Union, making 6 iterations between rounds.

The prototype was a research instrument, iterated between rounds to address recorded friction points and modified to assess user feedback on specific findings.

The initial user flow prototype utilized during Round 1 testing.
The initial user flow utilized during Round 1.

Round 1

7 users

Round 1 focus: Verify that the PMU testing environment was representative of a busy arcade, and observe how users interacted with the initial prototype for the first time

Round 2

7 users · A/B test

Round 2 focus: Because most Round 1 users didn’t attempt to click the sign-up-as-member button, we surfaced membership as a pop-up to force interaction with it, then ran an A/B test through the pop-up to gauge two candidate loyalty-program models, tier-based (upgrade for perks) vs. upsell-based (spend $20, play with $25), in the context of the entertainment industry

Round 3

5 users · final validation

Round 3 focus: Verify the validity of the iterations we made after Round 2 using an improved prototype. Because Round 2’s iterations tested well, we did not iterate on the prototype further after this round, and instead applied the findings directly into the deliverable guideline.

Round 3 confirmed that the Round 2 iterations were effective, so instead of another prototype pass, we recorded the findings from this round directly into the deliverable guideline:

  • Users found the interface intuitive due to the one-at-a-time instructions that prevented them from feeling overwhelmed.
  • Users often missed “Join for Free” while skimming, even though joining being free was the biggest conversion driver. As a result, we recommended in the guideline to place key information at the top of any membership prompt.
  • Users habitually rejected memberships because they assumed the membership required cost or commitment. To combat this, the guideline recommends prominent cost transparency on any membership prompt.
  • Colors were well-liked as they are utilized to guide the user throughout the user flow through contrast.

Across all three rounds, the feature that received the most changes was the loyalty program, specifically iterations for clarity of its labelling of the “Join for Free” upsell with pricing, as we needed to actively combat users’ habitual suspicion of the membership requiring monetary cost.

Start screen of the final kiosk flow
01Start
Member upsell screen of the final kiosk flow
02Member upsellLabelled with pricing to combat the suspicion that membership costs money.
Payment screen of the final kiosk flow
03Payment
Dispensing screen of the final kiosk flow
04Dispensing
See the full flow (all screens)
The final user flow prototype after three rounds of usability testing.
The final user flow after three rounds of testing.

Takeaways

Prototype as Research Instrument

Designing a prototype as a tool and not as a product heavily differed from my previous projects, where the end goal was to construct a prototype for developers to implement. As a result, I prioritized research verification over design aesthetics when designing the prototype.

Environment as Design Material

Due to the project's scope being primarily the entertainment industry, the team and I needed to consider the appropriate environment for testing, leading us to use a nearby campus building known for its consistently busy atmosphere. From this project, I find that it is important to heavily assess user feedback in the context of the environment as a factor of a user's experience with a product.