
Project details
Figma
Adobe Illustrator
HTML5
JavaScript
Adobe After Effects
monday.com
- Retail Kiosk UX/UIDesigned a self-service path through categories, product details, sign-in, and account screens.
- Touchscreen Interface DesignSized controls and entry points for people using a large screen in a store.
- Retail Product Discovery UXGave shoppers with different levels of product knowledge a useful starting point.
- Interactive Kiosk PrototypingUsed Figma, HTML5, JavaScript, and motion previews to test the screen flow.
- Customer Journey MappingWorked through wayfinding and recovery so shoppers could change direction without losing their place.
The Kiosk Experience
I designed a self-service kiosk concept for Sportsman's Warehouse to help in-store shoppers browse outdoor gear and find a useful next step. The interface had to work on a large touch screen, often for someone using it for the first time.
That changed the design decisions. A category needed to be readable from a short distance, a button needed enough room for a hand, and a customer needed a clear way back if they chose the wrong path.
Retail UX Challenge
Some shoppers know the exact product they want. Others are comparing categories or need help narrowing the options. I designed the first screen to give both groups an obvious starting point without turning it into a wall of choices.

Interface Strategy
Large category entry points lead into product browsing and detail screens, with familiar controls for moving back or opening an account step. I drew the flow in Figma and used HTML5, JavaScript, and motion previews to check how the screens worked in sequence.
The small recovery moments mattered as much as the main route. A person should be able to change categories, revisit a product, or return to the beginning without asking an employee to rescue the session.
Prototype and Usability Direction
The prototype follows a shopper from the start screen through categories, product details, and account-related steps. Seeing the screens in order exposed where labels or transitions needed to do more work.
Motion and interaction previews were used to test pacing and make the kiosk feel responsive without adding unnecessary complexity.
The result is a touch-screen retail UX concept built around a few practical questions: what can I browse, where am I in the flow, and how do I get back if I change my mind?