I aim to shape products, interfaces and services that mediate meaningful dialogues between people, systems and their environments within everyday life.
After our analysis of our campus vending machines we came up with some design design requirements to consider for a new concept:
We first conceptualized the idea of having a window through which a user can physically pick out a drink but the logistics of controlling when and how many drinks can be grabbed was a bit of an issue.

We then decided on incorporating a contextualized touch screen interface to give users a (virtual) tangible interaction while providing visual information and creating an enjoyable experience.

Attraction and Engagement
When not in use, the vending machine’s screen displays featured and most popular drinks to draw attraction from passersby. Sensors can detect when a person is standing in front of the machine, which will then display the drink menu.
Drink Selection: Menu Display
The menu displays large icons detailing the images of available drinks and associated prices. As opposed to the current design, the menu does not show any repetition of drinks, nor does it show drinks that are sold out. Users simply need to touch the icon of a drink to view drink details (nutritional value, volume, etc.) rather than map their drink decision to a button they need to press, reducing selection errors. After viewing details, users can decide to pay for their selected drink or go back and view other choices.
Payment
As opposed to paying first before selecting a drink, our concept accepts payment after the user has already selected a drink. A bucket container for coins allows just one gesture of dropping coins instead of inserting coins individually into a slot.
Drink Collection
Users can easily grab their drink at arm level with little effort.