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Table of Contents

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THE KIOSK INTERFACE

This section of the course contains the following:

  • Introduction to the Interface
  • Basic Session Components
  • Optional Session Components
  • Web Site Relevance


bullet A TOP-DOWN MENU SYSTEM

Every kiosk contains a menu-driven interface with certain components. Mixing these components is an art-form and a science. The basic session consists of the following:

  • user approaches the kiosk during the attraction sequence
  • user touches screen - triggers "in-use" mode
  • kiosk session occurs (info / transaction / collection)
  • user walks away - triggers "attract" mode


bullet BASIC SESSION COMPONENTS

The components that make up a basic session are listed below. Each section includes a brief discussion:


Attraction Loop

The attraction loop is usually a series of screens displayed round-robin, based on either time-per-screen and/or screen completion.

  • Do:
    • Display motion
    • Make it "sexy"
    • Inform them "how to begin"

  • Don't:
    • Use a single screen
    • Use sound unless extremely remote


Welcome Screen

This is an optional, yet recommended screen. The Welcome Screen is usually displayed once a touch from a user is received during the attract mode. Sometimes a Welcome Screen is not desired. For example: informational kiosks displaying item of interest during the attract sequence.

  • Do:
    • Tell the user the purpose of the kiosk
    • Include a musical theme & voice if possible
    • Provide a "help button" immediately
    • Get to the point
    • Provide a bypass option (button)

  • Don't:
    • Overdose on technology
    • "Trap" them into the introduction


Menu Screen{s}

If at all possible, keep the major menu options visible from screen-to-screen. Avoid forcing the user to "know" or "remember" where they currently are within your application. This usually means avoiding the "back" button.

Consider including a "menu bar" in addition to one or more "menu screens". This type of design enables you to eliminate the "back" button rather easily.

  • Do:
    • Expose main topic buttons from screen-to-screen
    • Make buttons "3D" and reactive
    • Include text on your buttons
    • Provide audio feedback on touches
    • Use the "hourglass" when necessary
    • Provide a "help" button
    • Make it so Grandma can use it

  • Don't:
    • Make deep levels
    • Rely on the "back" button
    • Rely on graphic objects only unless unmistakable


Content Screen{s}

Design your content screens to be to the point. Use background graphics that adhere to the message. If you have the budget and the location supports it, use audio in addition to text and graphics.

  • Do:
    • Be concise
    • Use graphics that reflect the message
    • Deploy a printer if "additional information" is required
    • Deploy a telephone (if possible / necessary)
    • Allow them to decide

  • Don't:
    • Overload them with information
    • "Trap" them into a presentation



bullet OPTIONAL SESSION COMPONENTS

Besides the basic session components, the following components may be a part of your kiosk application.


Data Collection Screen{s}

This can make or break your kiosk application - and usually it will break it. If at all possible, use pre-defined question widgets to speed the collection process. If you're considering asking for personal information (email, address, phone), make sure the user will want to take the time to enter the information. Registering for a "Prize" may entice the user to enter the information.

  • Do:
    • Use "widgets" if at all possible
    • Be brief
    • Show progress (Question 3 of 8)
    • Allow exit option
    • Entice with "prize" if applicable

  • Don't:
    • Force them to finish
    • Ask too many questions
    • Get to personal
    • Use an on-screen keyboard unless necessary or brief


Keyboard{s}

You should note that touch-type keyboards (on-screen keyboards) are very, very slow,and "real" keyboards are usually preferred. And, if you are considering asking the user to enter in more than a few lines of text, it's almost mandatory that you provide a physical keyboard. Failure to do so will more than likely cause your application to fail.

  • Do:
    • Make on-screen keyboards "3D"
    • Create "Yes" and "No" keyboards if applicable
    • Provide both a QWERTY and a non-QUERTY option

  • Don't:
    • Ask people to type too much



bullet WEB SITE RELEVANCE

If you are considering using your web site as the main component of your kiosk application, be sure to evaluate your web site using the criteria discussed above and possibly enhance or re-design those components that do not spell "success" at the kiosk level.


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