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ICFF
Kiosk Interface Design
My Role
User Researcher
UX/UI Design
Interaction
Deliverables
Kiosk Application
Team
Product Manager
Developer (Unity)
Tools
Figma
Illustrator
Unity
Year
2024
Project Overview
I led the design of a self-service kiosk app for the Inclucity Film Festival to help visitors easily access information, book tickets on the spot, and view advertisements. Working with a limited budget and no physical kiosks for testing, I chose Unity as our platform for its flexibility and rapid prototyping capabilities.

I tailored the design for the festival’s main audience—visitors aged 40+ using the kiosks primarily at night—by creating clear, accessible user flows. Through iterative testing, we refined the app to ensure it was user-friendly, cost-effective, and ready for deployment upon kiosk arrival.
Check out live application
The Challenge
The project involved designing a self-service kiosk application for the Inclucity Film Festival, which had unique requirements and constraints.

The primary objective was to offer festival-goers a quick and intuitive way to access information on-site without the need to search for assistance, and to allow those who were passing by to book tickets on the spot.

Additionally, the kiosk needed to serve as an advertising platform. However, there were notable challenges: a fixed budget limited resource options, and the team’s in-house development preference required the application to be simple to update and cost-effective to maintain.

Further complicating matters, the lack of access to physical kiosks for testing raised uncertainties about app performance and hardware limitations.
Methodology
Taking charge of the project from conception to completion, I started by selecting an optimal platformUnity—because of its adaptability to multiple formats (web, mobile, and Android) and its suitability for native kiosk app development, which allowed for rapid prototyping and testing in real time.

This choice enabled us to overcome the challenge of not having physical kiosks for early testing, as we could simulate and refine interactions quickly.

My design process centred on understanding the festival audience, predominantly visitors aged 40+ engaging with the app mostly at night. I crafted user flows and wireframes to ensure intuitive navigation, then developed high-fidelity prototypes to test on simulated kiosks.

Extensive iteration and testing were key, allowing us to refine the product before the kiosk hardware arrived. The final solution, once deployed, met the festival’s needs for usability, accessibility, and cost-effectiveness.
Highlights
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