Vending Machine

Vending Machines at Airports

To create or improve vending machines for snacks at airports


Duration: 5 Minutes


Methods: Persona, Design Sketch, Experience Prototype, Scenarios

 


DESIGN & METHODOLOGY: The first thing that stuck us while working at this problem was the payment method. Customers face a lot of problems while paying for the snacks. Sometimes, they are out of change, sometimes they have a too big a note for their intended item. We were also aware of the vending machines which accept credit/debit cards. There was an additional problem of swiping them in right direction. These problems are common to all vending mahcines. We wanted to specifically focus on vending machines at airports. We thought about different types of airports. There can be domestic or international aiports, and small or bigger aiports. All these aiports have own characteristics. The dynamics of an airport can affect the way a person interacts with vending machine installed over there. By our experience, we knew that international credit cards are not accepted at stores in non native countries while one can use them to shop online. There was a well defined problem of payment in vending machines at international aiports.

We also thought about the language problems a visitor might face in an international aiport. The person might not know the meaning of a certian written word or the packet of snack might not reveal fully about the snack. Given our short time frame, we again decided to focus on characteristics of a vending machine installed at aiport from any other vending machine. Our reflections revealed that there is a difference in the way in which a person interacts with a vending machine at an aiport than others. Often travellers are carrying heavy bags, holding tickets and jeckets in their hands, and sometimes also minding kids and babies. In short, their hands are full. The trap door from which a customer can collect her snack is generally placed towards the bottom of the vending machine. A traveller would have to stoop towatds the floor to gather her snack. This action can lead her bags to fall over her shoulders or she would have to place her objects on ground nearby. Our design proposed to shift the trapdoor towards the average elbow level so that the traveller does not have to stoop down to collect her snack.

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