[ Posted March 30th, 2009 in user experience, user interface ]
By Richard Kerr and Trent Mankelow
Recently I used an airline’s touch-screen kiosk to check-in, and made the mistake of touching the No button on the ‘dangerous goods’ screen. I’d anticipated that the question would be worded something like ‘Are you carrying any dangerous goods?’, like it would be if I was physically checking in. Unfortunately it wasn’t worded that way, and pressing No kicked me out of the system. An airline representative, who had been hovering nearby, moved in and cancelled the process. He then took us through the whole process again, this time doing every step for me. How embarrassing.
This got me thinking. Shouldn’t a successful self-service kiosk interaction be one where I can do it myself?
This is an important question as more and more services are being migrated to kiosks. BNZ has departure fee kiosks, Dymocks has introduced a BookFinder kiosk, PAK’nSAVE have a SHOP’nGO kiosk as part of its self-scanning experience. Back in 2005 the Photo Kiosk was even named the Person of the Year by the PhotoImaging Manufacturers & Distributors Association.
How to create a great kiosk
The first step in designing any kiosk is to establish its purpose. This involves understanding who the audience is and what their goals are. Then you should work out the common tasks they’ll want to perform. (It’s interesting to note that research suggests that kiosks work best when they focus on just a single transaction.)
Next, you should adopt a user-centred, iterative design process.
This involves testing your kiosk designs with representative users performing representative tasks using the kiosk or a prototype. For example, if the kiosk is for supermarket shoppers, you might test with the actual people who do the family shopping. In fact you would ideally conduct the tests in the environment that the kiosk will be ultimately be located - in the supermarket itself.
Kiosk usability tips
As part of designing a kiosk, you’ll want to take into account the large body of research that exists. The following guidelines can help to produce a great kiosk experience:
• Optimise for ease of learning over efficiency of use. For most kiosk interfaces it is important to presume no prior knowledge of the system by the user. The appearance of the interface should convey that it is basic or at least straight forward and simple to use.
• Design for single touches rather than common web/desktop interactions. Multi-step point and click gestures that are appropriate for mouse and keyboard interactions may confuse kiosk users. Ideally eliminate interactions that involve dragging, double-clicking, scrolling or scroll bars. For example, pull-down menus that necessitate a press, drag and release can be difficult to execute using a touch-screen.
• Don’t display the mouse cursor when the customer touches the screen. Any evidence about the operating system driving the experience can break the user’s mental model about how they are interacting with the kiosk. It may confuse users about which actions might be possible, and it looks unprofessional.
• Don’t use black as a background colour, as it promotes reflections and accentuates finger prints. Instead, use halftones or textured backgrounds.
• Attract customers to the kiosk. Ensure that there is a prominent ‘Touch to start’ button, and include a short looping introduction to familiarise users with the system, explain how it operates, and alert users to what they can achieve using it.
• Ensure that there are clear visual cues that elements have been selected. For example, make buttons ‘depress’ when touched to indicate when they have been ‘pushed’. Other ways of indicating this are colour or shade changes, a ‘negative’ of the button or even sound.
• Gives customers a sense of control. Display a busy indicator if a process will last longer than a few seconds. Offer clues about where the user is in the system, and how far they have to go to complete the process.
• Design the system so that the user can complete the process as quickly as possible. This will increase the chance that the user will stay to complete the process and will decrease the chance of physical fatigue.
• Carefully consider how questions are phrased when leading the user through the process. In particular, if the kiosk is replicating a task already performed in the real world discover the exact wording of how the question is asked. For example, if users are used to answering a question in the affirmative, consider making sure the related question on the kiosk is also asked in the affirmative.
• Track how the kiosk is being used. It can be very useful to track how often a kiosk is used and when it is used, the amount of users per day, the average time spent at the kiosk, the average completion time for tasks, and the last screen visited before leaving.
A great kiosk provides a better experience than the one customer can currently receive over the counter. That’s the promise of airline check-in kiosks - they shouldn’t just make the experience quicker, they should make it better.
Good self-service kiosks reduce costs for the business, but great ones also deliver a rewarding and engaging customer-experience. It’s good for the business and the customer.
Interested in ensuring your new kiosk is as easy to use and intuitive as possible? We have done kiosk and touch-screen work for leading organisations such as Air New Zealand, Navman, Westpac and others. Let us know if you’d like to know more about our services, by emailing Trent.











