My Role: Product Designer
Services: Tech Research, UX Research, Ideation, Interaction Design, UI Design
Platform: Interactive IoT Installation (iPad + Arduino + SMS API)
Agency: eyecatcher AG, Zurich
Timeline: 3 months, April 2019
IoT vending machine β through playful interaction
Outdoor cinema. Rain. Sun. Unexpected cravings. Salt needed a vending machine that wasn't just functional β it was an experience. Through iPad UI, Arduino hardware, and mobile payment integration, we built a hybrid vending machine with a game mechanic. Buy snacks or spin the wheel. Seamless. Fun. Lead-generating. Vending became entertainment.
Core shift: From transaction to interaction β through playful IoT design.
3 Min. Read
How we solved problems
Three challenges, three breakthroughs

Vending machines are boring. This one wasn't.
Outdoor cinema visitors needed snacks, ponchos, sunglasses. Standard vending? Boring. We added gamification: buy directly or spin the digital wheel for a chance to win. iPad interface. Arduino-controlled hardware. Mobile bill payment.
Result: engagement, leads, and a memorable moment. Function became fun.
IoT requires hardware-software harmony.
iPad UI looked great. But if the Arduino couldn't trigger the right tray, it was useless. We prototyped the entire system β digital interface, physical hardware, payment API. Tested on-site with real users.
Tight collaboration between design and development. IoT isn't just screens. It's systems.
System Components: iPad UI Arduino hardware Mobile payment API Gamification mechanic
Small screens demand ruthless clarity.
Design Principle: No tutorials No instructions Just intuitive flow
iPad space was limited. Every pixel mattered. We prioritized product visuals, clear CTAs, and instant feedback. No tutorials. No instructions. Just intuitive flow. If users had to think, we failed. Small screens force you to design only what matters.
Key Learnings
What this project taught me
IoT design is systems thinking, not screen design
I designed the iPad UI. But that was only 30% of the work. The other 70%: understanding Arduino triggers, payment APIs, error states, and on-site constraints. What saved me: sitting with developers and learning how hardware decisions impact UX.
Tight deadlines force creative focus
3 months from concept to live deployment. The pain: no time for elaborate research or multiple iterations. What worked: rapid prototyping, on-site testing, and ruthless prioritization. Constraints breed clarity.
Playfulness isn't fluff β it's engagement strategy
The wheel mechanic wasn't decoration. It was the hook. Users who spun the wheel stayed longer, shared more, and remembered the experience. What helped: designing fun as a feature, not an afterthought.
Why this still matters
Transactions don't create memories. Experiences do.
Vending machines are everywhere. But how many do you remember? The products that win don't just solve problems β they create moments worth talking about. This project proved that even a vending machine can be delightful if you design the interaction, not just the transaction.
Thank you for reading
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