Interactive · Kiosk Experience
Intel MWC 2024 Interactive Kiosk
Designing a touch-first kiosk experience that let event attendees discover, explore and access Intel's latest demos in 2–3 interactions at one of the world's largest tech events.
Overview
The ProblemAttendees at large-scale events struggled to navigate booths efficiently, leading to missed opportunities and a fragmented discovery experience.
My RoleLead UX Designer — interaction design, touch-first prototyping, and real-time testing on physical hardware.
Tools & MethodsFigma, ProtoPie, Kiosk hardware testing, Contextual inquiry, Information architecture
Impact3× faster demo discovery, reduced navigation to 2–3 interactions, increased engagement through QR-based asset access.
Context
The Challenge of Scale
MWC Barcelona is one of the world's largest technology exhibitions, hosting over 100,000 attendees across hundreds of booths. Intel's presence needed to be bold, navigable, and capable of handling hundreds of simultaneous touchpoint interactions across a large physical booth space.
The brief: design an interactive kiosk experience that could serve as a self-guided discovery tool — allowing attendees to find the right demo, understand Intel's product story, and take away assets — without needing a human guide for every interaction.
"We have 40 demos and 60 seconds to hook someone walking past. The kiosk has to do the work."
The constraint was brutal and clarifying. Every interaction had to be intuitive for someone who had never used the product, standing in a loud exhibition hall, with peripheral distractions everywhere.
Challenges
Designing for the Exhibition Floor
01
Zero Learning Curve
Attendees had no prior context or training. The interface had to be self-explanatory within seconds, without any onboarding, tooltips, or instructions.
02
Content Density
Intel had 40+ demos, product lines, and technical specs to surface. The IA had to organise this without overwhelming users or burying key discovery paths.
03
Physical Constraints
Touch targets, contrast ratios, and ambient light visibility all had to be validated on the actual kiosk hardware — not just in Figma — before finalising the design.
Step 01
Contextual Research
Observed attendee behaviour at a prior event, mapped decision-making patterns, and conducted 8 rapid interviews with Intel booth staff to understand where guidance was most needed.
Step 02
IA & Touch Design
Restructured 40+ content items into 5 discovery pathways. Designed 56px minimum touch targets, high-contrast typography, and a gesture-based navigation model optimised for large touchscreens.
Step 03
Hardware Testing
Ran 3 rounds of live testing on the actual kiosk units in a simulated booth environment. Iterated on contrast, tap zone placement, and idle-state animations before event deployment.
Solution
A Self-Guided Discovery Engine
The final design introduced a persona-first entry flow — on idle, the kiosk presents three audience modes (Explore, Connect, Learn) that act as intent selectors, routing each attendee to a personalised subset of content.
A persistent bottom navigation keeps orientation constant across all screens. Demo cards use visual hierarchy to signal depth: a large thumbnail, a headline, and a single action — reducing cognitive load at every step.
QR codes on each demo card let attendees download specs, whitepapers, and follow-up materials to their phone — removing the need for printed collateral and creating a post-event digital touchpoint.
Impact
Measured Results
3×
Faster demo discovery vs. prior event experience
2–3
Average interactions to reach any demo — down from 7+
↑QR
QR-based asset downloads replaced all printed collateral at the booth
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