“Cognitive overload on the card-loading selection page”
Simplified the card-loading page to match the rest of the flow

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.
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.


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

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.


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.

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
“Cognitive overload on the card-loading selection page”
Simplified the card-loading page to match the rest of the flow

“Consistent resistance to signup, plus confusion that loyalty required an entry fee”
Loyalty pop-up with a clear comparison of member tiers and deals to compel interaction

“Ending-page orientation broke layout consistency”
Flipped the end page from vertical to horizontal

“Payment buttons read as different elements from the rest of the screens”
Redesigned payment buttons to match the site’s button system

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
Upsells engaged even hesitant users, but a recurring “might be a catch” mistrust surfaced around unclear deals and member pricing
Selected upsells over tiers as the loyalty model, then modified upsell prices and deals for clarity to build trust

“Reset button unused in every observed session”
Replaced the unused reset button with a sign-in button

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:
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.





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.
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.