Case study:

Commonly, most of the functions incorporated into the kiosk were stuffed into one screen. This means that on a given large, beautiful surface people had to squint and lean forward and get within inches of the screen to make out all the functions.  Not good UX.  Furthermore, the functions we observed had to be ‘figured out’ and was designed to be carried out in a little 4 to 5 square inch area amidst all the other functions.  In one case, slightly larger area was reserved for a full three dimensional map of a mall with two floors!  The designers had stuffed so much functionality, so many possibilities, into the interface that it took several minutes for the user to orient themselves.  Once the user searched it was still difficult to find the results on the map, and even when they found those results they couldn’t orient themselves toward the result. In other words they walked away confused. I believe this is because there was way too much functionality in one screen.

If the task can’t be accomplished with greater technology one must focus on better design.

First Draft


Metric’s first iteration of a map was very simple to understand and it was easy to orient oneself within the map. But it was too simple, and again was confined to a small area between other functions. The second version used an isometric view which didn’t rotate in space.  It also incorporated a radical level of zoom with a flashing icon to easily orient oneself to where they stood while they used the map. It also made use of a very easy-to-see path, which was also animated and lead from the user’s current location to the destination.

The same technique could/should be used in every other application conceivable for the kiosk.

Final Draft