AEAS Interactive Kiosk

An interactive digital experience designed to enhance visitor engagement at the Aston Endangered Animal Sanctuary.

A Figma-based touchscreen prototype created for Aston University’s Interaction Design module , combining usability, storytelling, and accessibility to deliver a clear and engaging visitor journey.

FigmaInteraction DesignKiosk UXAccessibilityInformation Architecture
AEAS interactive kiosk interface

Overview

The Aston Endangered Animal Sanctuary project was a design challenge to create an interactive touchscreen kiosk for a fictional wildlife sanctuary.

The goal was to help visitors explore animals, events, and programmes through an interface that felt educational, accessible, and easy to navigate in a public setting.

The final outcome was a high-fidelity Figma prototype that translated interaction design principles into a clear visitor-facing experience.

Project focus

Role

Interaction Designer / UX Designer / Visual Thinker

Responsibilities

Interaction design, information architecture, touchscreen UX, visual hierarchy, accessibility thinking

Type

Figma prototype / touchscreen visitor experience

Constraints

Needed to work in a public kiosk setting for a broad audience with varying levels of attention and context

Outcome

A high-fidelity interactive concept for sanctuary visitors

Constraints

The kiosk had to work for quick walk-up interactions in a public environment.
The interface needed to serve a broad audience including families, tourists, and casual visitors.
Educational content had to feel engaging without becoming cluttered or text-heavy.
Touch targets, hierarchy, and navigation needed to support accessible touchscreen use.

Problem

Public information kiosks at zoos and wildlife centres are often cluttered, text-heavy, or inconsistent, making it difficult for visitors to find what they need.

The challenge:

“Design an educational interface that helps visitors quickly access relevant information, promotes awareness about endangered species, and reflects the sanctuary’s values of conservation and inclusivity.”

Key requirements:

  • Must be suitable for touchscreen use.
  • Must serve a broad visitor demographic, including tourists, families, and researchers.
  • Must present information clearly without overwhelming the user.

Research & Insights

I began by analysing existing digital exhibits and information kiosks at major institutions such as the London Zoo and the Natural History Museum.

Key findings:

  • Overly dense navigation structures increase cognitive load.
  • Visitors prefer image-based categories and map-based exploration.
  • Accessibility features (text size, contrast, language options) improve engagement and retention.

I leaned on principles from Preece, Rogers & Sharp (2019) - Interaction Design: Beyond Human-Computer Interaction:

  • Visibility , keep key actions clearly visible.
  • Feedback , confirm every interaction visually.
  • Consistency , maintain predictable layouts and flows.
  • Affordance , ensure interactive elements signal how to use them.

Design & Process

1. Concept Development

  • Defined personas: Casual Visitor, Research Enthusiast, Sanctuary Supporter.
  • Mapped user journeys for exploring animals, checking events, and donating.
  • Sketched low-fidelity wireframes before refining them in Figma.

2. Structure & Navigation

  • Home screen: clear grid layout featuring Animals, Events, Programmes, History, Support Us.
  • Information pages: modular cards for species, event listings, and staff highlights.
  • Accessibility panel: adjustable text size, brightness, and language selection.

3. Visual & Interaction Design

  • Designed in Figma with clean layouts, legible typography, and touch-friendly components.
  • Used neutral, natural tones and subtle gradients to reflect the sanctuary identity.
  • Added micro-interactions and QR links to extend the experience to personal devices.

4. Testing & Refinement

  • Conducted informal usability sessions with peers to test clarity, hierarchy, and feedback.
  • Simplified navigation labels and improved visual hierarchy based on feedback.
  • Optimised accessibility features, including contrast ratios and larger hit areas.

Solution

  • Browse animals, events, and programmes seamlessly.
  • Learn about conservation efforts through structured information and visuals.
  • Adjust accessibility preferences for a personalised experience.
  • Continue engagement beyond the kiosk via QR integration.
Interactive touchscreen home screen for a wildlife sanctuary visitor kiosk, showing upcoming events and navigation tiles
Home experience: central hub screen allowing visitors to browse animals, events, maps, programmes, and support options
Animals directory screen with species cards, filters, and search for the sanctuary kiosk
Animals directory: visitors explore species with photos, origin details, conservation status, and sanctuary location
Events calendar interface showing monthly schedule and daily wildlife programmes
Events calendar: interactive monthly schedule for sanctuary tours, workshops, and wildlife experiences
Events list screen showing programme titles, times, and filters
Events list: accessible list-view alternative for quick scanning and planning
Illustrated sanctuary map with themed zones and visitor navigation labels
Interactive map: child-friendly, illustrated park map guiding visitors across sanctuary areas
Programmes directory listing learning sessions and booking times
Visitor programmes: educational workshop listings for children, schools, and families.

Outcome

  • Received strong academic feedback for clarity, interaction flow, and accessibility.
  • Demonstrated the ability to design for broad audiences and public environments.
  • Strengthened skills in information architecture, prototyping, and inclusive design.

Project Details

Role

UX & Interaction Designer

Duration

Mar - May 2025

Context

Interaction Design Project

Tools

Figma, Adobe Illustrator, Photoshop

Focus Areas

Interaction Design, Accessibility, Information Architecture, Visual Storytelling

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