Kiosk Ordering System

A self-service kiosk for restaurants and schools — helping customers order food faster and helping parents manage their children's meals at school.

My Role
UX Designer
Product Type
New Design
Users
Customers & Students
Platform
Touch Kiosk
Kiosk overview
01   Overview

What is this project?

This project is a self-service kiosk with two main use cases:

🍜
For Restaurant Customers
Customers can browse the menu, choose dishes, and pay — all by themselves, without waiting for staff.
🎒
For School Students
Parents order and pay for school meals in advance. Students just pick up their food at the kiosk during break time.

My role

I was the UX Designer on this project. I worked with a product manager and developers. I was responsible for user research, user flows, wireframes, UI design, and usability testing.

02   Problem

What problem are we solving?

Before this kiosk, both restaurants and schools had the same problem: long queues and slow service, especially during busy hours.

Restaurant Pain Points
  • Customers wait too long to order
  • Staff spend too much time taking orders manually
  • Mistakes happen when orders are taken by hand
School Pain Points
  • Students crowd the canteen during recess
  • Staff cannot handle many students at once
  • Parents cannot easily control what their children eat

Business goals

For restaurants: Reduce the time from "customer arrives" to "order is placed." Make checkout faster and easier.

For schools: Help parents pre-order meals for children. Reduce pressure on canteen staff during peak hours.

03   Users

Who are the users?

👤
Restaurant Customer
Adults aged 18–40. They want to order quickly, especially during lunch. They are used to smartphones and touch screens.
🧒
School Student
Children aged 8–15. They need to pick up pre-ordered meals fast. The kiosk must be easy for small hands and shorter bodies.
👩‍👦
Parent
Uses the mobile app or website to pre-order meals. They want to control spending and see what their child is eating.
Persona Hoàng Minh
Persona Tú

Key jobs to be done

"I want to order my lunch in under 3 minutes so I don't waste my break time."

— Restaurant customer

"I want my child to get the right meal quickly, without standing in a long queue."

— Parent
04   Design Process

How did I approach this?

Step 1 — Understand the context

I started by looking at how people order food in restaurants and schools today. I observed how long queues form, where people get confused, and what causes delays.

I also looked at other kiosk products (like McDonald's) to understand what works well and what we could do better.

Step 2 — Define the user flow

I created separate user flows for the two contexts. The restaurant flow focuses on speed: browse → select → pay. The school flow focuses on simplicity: scan/enter student ID → confirm pre-ordered meal → done.

Step 3 — Ergonomics research

This was a key part of the design. A kiosk is a physical product, so the screen position and button placement matter a lot — especially because our users include children.

UI screen detail
Why ergonomics matter for this project

Our users range from adults (168 cm tall) to children (around 140 cm). If we design only for adults, children cannot reach the important buttons. I researched the right screen height and touch zone for both groups.

Screen height

Based on the average height of Vietnamese users (140 cm–168 cm), I recommended placing the screen center at 110–120 cm from the floor. This height works for both children and adults without anyone needing to bend or stretch.

Touch target placement

I placed all main buttons (add to cart, pay, confirm) in the lower half of the screen. Children at 140 cm tall cannot easily reach the top corners, so I avoided putting important actions there.

Ergonomics research

Step 4 — UI design

I designed the UI with these principles in mind:

Large touch targets
Buttons are big enough for both adult and child fingers. No small clickable areas.
Simple language
Short labels, clear icons. Users should not need to read long text to understand what to do.
Visual food menu
Large food photos help users choose quickly. No need to read long item descriptions.
Clear progress
Users always know which step they are on (choose → cart → pay → done).
UI screens overview
UI screen detail
UI screen detail
UI screen detail
05   Design Decisions

Key decisions I made

Decision 1 — One kiosk, two modes

I chose to design one kiosk that supports both use cases (restaurant and school), but with different entry flows. This reduces hardware cost and maintenance for the business, while still giving each user type the right experience.

Decision 2 — All important buttons in the bottom half

Based on ergonomics research, I made a strict rule: no critical action button in the top half of the screen. This was a direct response to the needs of younger users. It also makes the experience more comfortable for adults who do not want to reach up.

Decision 3 — School flow = 2 steps only

For students, the goal is speed. They already have a pre-ordered meal. So I reduced the school pickup flow to just 2 steps: (1) identify yourself, (2) confirm and collect. This minimizes time at the kiosk during busy recess.

06   Usability Testing

What did we test?

Before finalizing the design, I ran usability testing sessions with real users to check if the design worked as intended.

What we tested

Restaurant scenario
  • Can users find and add items to cart?
  • Is the checkout flow clear?
  • Do users understand the payment step?
School scenario
  • Can children identify themselves easily?
  • Can they confirm the right meal?
  • How long does the whole flow take?

What we found and changed

Testing helped us find a few problems early. For example, some users did not notice the "confirm" button because it was too similar in color to the background. We made it more visible by increasing contrast and size.

We also found that children sometimes pressed the wrong item by mistake, because buttons were too close together. We added more spacing between items in the menu grid.

Kiosk in context
Usability testing
07   Reflection

What I learned