User(Student) buying Architectural material

Context
Enabling architecture students to purchase architectural materials instantly from an on-campus vending machine during class/college time, without planning, travel, or friction.

The Design Problem (Flow-Specific)

Architecture students frequently realize they need materials at the moment of work inside studios, classrooms or before the class.

Traditional options (shops, borrowing, advance buying) introduce delay, stress, and wrong purchases under pressure.


The challenge was to design a system that lets students identify, buy, and receive the correct material immediately - without learning, browsing, or hesitation.

The entire experience was designed around one principle:


Buying from the vending machine must be as easy as an offline stationery shop or easier.

If the flow introduces more effort than asking a shopkeeper and paying, it fails.
No exploration.

No learning.

No discovery.

Only execution.

Users & Real-World Constraints

Primary users are first- and second-year architecture students who are:

New to the city

From non-tech-heavy backgrounds

Often using parent-provided money

Interacting with a vending machine for the first time

This is a public, physical interface, not a personal device.

 Design had to account for:


Standing posture and reach

Public usage anxiety

Fear of irreversible actions

Mixed lighting and campus placement

Familiar mobile-like interaction patterns


The interface needed to feel safe, obvious, and non-threatening on first touch.

Risks I Designed Against

Key risks that could break trust instantly:

Buying the wrong material or size

Losing money due to confusion

Feeling embarrassed in a public space

Hesitating to use the machine again

For many students, this may be their first interaction with a system involving money outside their own phone.

Any uncertainty here leads to abandonment.

Moments of Maximum Stress

Stress spikes at specific moments:

  1. Approaching the machine for the first time

  2. Selecting the correct material and size

  3. Committing to payment

  4. Waiting during vending

  5. Completing and exiting the session


Each screen was designed to reduce uncertainty exactly at these points, never adding friction elsewhere.

Decisions I Intentionally Removed

To protect clarity and speed, I intentionally removed:

  • Login and accounts

  • Search

  • Price comparisons

  • Wishlists

  • Personalization

  • Cross-device syncing


This is not a browsing experience.

It is a high-urgency, physical execution flow.
Every removed decision reduced cognitive load and first-use anxiety.

Flow Structure

The flow mirrors an offline shop interaction:

  1. Start

  2. Select category

  3. Choose material and size

  4. Review cart

  5. Pay

  6. Receive item


Nothing is hidden.

Nothing is irreversible until payment.

Error Prevention & Trust Building

Instead of handling errors after they occur, the system prevents them.
Key safeguards:

  • Clear material details at every step

  • Persistent back navigation

  • Explicit ‘Proceed to Buy’ commitment

  • Payment handled on the student’s own phone

  • Clear payment confirmation before vending


At no point is the student unsure about:

  • What they are buying

  • Whether money is deducted

  • What happens next

Success Signals (Behavioral)

Success is measured through behavior, not feedback.

Healthy signals:

  • One-pass completion without loops

  • Minimal backtracking

  • Confident QR scan

  • Immediate vending


Failure signals:

  • Repeated navigation loops

  • Drop-off at payment

  • QR screen viewed but not scanned


These signals directly inform iteration.

How This Scales

When product scales, I would:

  • Add faster and more convenient payment methods

  • Introduce a conversational based material buying experience (guided input / AI)


The long-term goal is not more features, but less effort per purchase - making the system feel increasingly human.