Feb
20
2009

Vending Machines as Tangible Interaction

In my Tangible Interaction workshop lead by Philip’s creative director Paul Neervoort, we’re examining existing examples of physical interaction and finding solutions to improve the interaction.

I considered the example of the vending machine, in which the physical action sequence of inserting coins, pressing a button to select a drink and bending down to collect the drink completes the interaction process. In Hong Kong, rather than inserting coins however, one may simply swipe the Octopus to deduct the stored-value on the card rather than using coins.

The swooping action of inserting coins/swiping card and collecting the drink is quite simple and universal among vending machines, but let’s examine the problems one may encounter with this existing model.

Firstly, the insertion of coins one by one into a narrow slot is quite cumbersome and time-consuming, requiring adequate control of manual dexterity. In the case of using the Octopus card, when approaching the machine with card in hand to select the money value to deduct from the card, close proximity of the hand to the card reader will inadvertantly process the transaction automatically. So, if one was in the process of reaching (and holding the card) to toggle the charge value from HKD$5.50 to $4.50, the proximity of the card would “doot” and deduct $5.50, effectively charging $1 extra for the user’s preferred drink or forcing the user to select a more expensive drink he did not want. A frustrating experience indeed, but perhaps not as much as Japan’s confusing vending machine payment method using mobile phones.

The next consideration is the way a user can select a drink. The traditional machine displays all the products at once, allowing the user to quickly scan the available choices. Buttons act as the input selection, but sometimes the user may accidentally press the wrong button and get stuck with something that she didn’t want.

touch-screen-vending-machine

Source: http://springwise.com/marketing_advertising/samsung_and_coke_launch_touch-/

Samsung has actually developed a uVending touch-screen technology for vending machines to add some more interactivity.

From this demo, I actually don’t see much value in being able to “interact” virtually with the product, and I would much rather get a quick overview of all the available product options with one glance rather than scroll through individual products.

Finally, there’s the final action of receiving the drink. Most vending machines I have encountered requires the user to bend down and reach through a flap to collect the item. Is it necessary to make the user expend extra energy to buy a drink, especially for those that have physical limitations?

These are general issues to think about when we further explore ideas and solutions to create an easier and more appropriate vending machine interaction.

Below I found a fun video of a student project of a redesigned vending machine experience.  Some of its design elements addresses the issues I have just discussed.

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