Kiosk Interface Design Guidelines

Fall 2025 · 8 weeks · 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

From the project, we handed off a validated set of best-practice design guidelines for entertainment and hospitality kiosk interfaces alongside a journey map that exemplifies the findings and recommended next steps regarding the continuation of guidelines to Frogslayer.

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 who partners with food and entertainment brands to build guest-facing digital products. Our team was asked to explore and construct a standardized set of evidence-based design guidelines that would assist in future kiosk-related projects by avoiding usability pitfalls.

The Problem

Kiosks are becoming increasingly common in various industries due to their convenience and cost-efficiency for businesses; however, their design continues to cause users to consistently experience moments of frustration.

Unlike older and more common digital products such as mobile or web apps, kiosks lack a standard practice design framework focusing on the user comfort, leading to continuation of recurring usability pain points.

My Role

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

In addition to design work, I was the team’s primary point of contact with Frogslayer’s product team, maintaining both sides’ mutual understanding of the project’s progression, and also co-led internal planning and defined specific actions to accomplish the project’s intended goal.

Researching

Clarifying Scope with the Sponsor

Due to the requested problem being initially vague as “design kiosk interface guidelines,” we recognized the need to immediately narrow down the broad scope for tangible results.

This understanding led us to approach Frogslayer’s product team for their prior internal research that led to the project’s inception, resulting in us receiving an existing Figma prototype.

After auditing it, we discussed our thoughts with Frogslayer's product team and eventually determined the following scope focuses:

  • Internal ergonomics
  • Hospitality & entertainment industry
  • Loyalty programs
  • External environmental factors

Establishing the Evidence Base

With the scope focuses determined, we then built our foundation focusing on two perspectives of stakeholders related to our guidelines: the producer side (how businesses build kiosks) and the consumer side (how users experience them).

Starting with the producer side, we focused on answering the following 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

After building a sufficient foundation and familiarity with the current state of kiosk interfaces, we moved on to develop the user flow in two passes: individual sketching and feature selection, then wireframing the features into an interactive prototype.

The purpose was to conduct usability tests applying our findings to an interactive flow, so users could verify their authenticity in real-world scenarios.

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.

Field observations had previously surfaced the significant pain-point themes:

  • Payment-related interactions due to instructions being only textual
  • Auditory countdown cues that prompt action due to the threat of returning to the beginning of the flow

As a result, we ideated features that would address those pain points, in addition to other features that could improve the overall usability of the flow.

The selected feature themes included:

  • Onboarding assistance
  • Clarity of affordances to reduce moments of hesitation through consistent UI designs
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 three rounds of moderated usability testing at the Purdue Memorial Union (PMU) to simulate the busy atmosphere of a real arcade. The prototype was used as a research instrument, iterated between rounds to address recorded friction points and modified to assess user feedback on a specific finding.

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.

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.