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Interactive onboarding experience for experiential vending

RoleLead Product Designer
Team1 Senior Experience Designer (mentor)
Timeline8 weeks (Mar – Apr 2025)
SkillsInteraction design · User research · Information architecture
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OverviewProblemSolutionOutcomesResearchProduct directionDesign processDesign decisionsFinal designsReflectionNext steps
Overview

wonderMakr creates experiential vending machines that turn branded campaigns into interactive experiences.

Unlike traditional vending machines, xVend experiences can involve badge scanning, cameras, interactive screens, custom prizes, and other physical interactions.

As xVend projects grew, clients needed a clearer way to understand what they were getting, what they needed to provide, and how the experience worked.

Problem

Clients didn't fully understand what they were signing up for.

xVend onboarding relied on PDF documents originally created to sell the service, not guide clients after booking.

The documents were text-heavy, difficult to navigate, and did not clearly explain deliverables or technical requirements.

Existing onboarding PDF — dense text, limited hierarchy, hard to scan

This resulted in repeated clarification requests and questions between project managers, agencies, and brand clients. Clarifications slowed approvals, created extra work, and extended project timelines.

How might we make xVend easier to understand for everyone involved?

Solution

An interactive onboarding experience that lets clients learn by exploring.

Instead of creating another static document, I designed an interactive onboarding experience that introduces the project step by step while giving users access to deeper information when they need it.

Explore the microsite

A clickable replica of the live campaign microsite, so clients see the experience their audience will use.

Explore the prizing experience

The prizing matrix becomes something clients can step through, rather than a table they have to decode.

Explore the dielines

Every side of the machine previewed at once, so artwork can be reviewed and compared quickly.

Outcomes
25%reduction in project lead times since launch
43%reduction in client clarification requests
10+ clientsusing the onboarding system since launch

Serving companies like

SlackHPPepsiAdidasDisney
Research

Understanding where clients were getting stuck

I spoke with project managers, agency clients, and brand clients to understand where information was getting lost.

Project manager

Spent too much time explaining requirements and answering questions instead of moving projects forward.

Agency clients

Needed to understand xVend well enough to communicate requirements to their brand clients.

Brand clients

Needed enough context to understand what was being delivered and what they needed to provide.

They needed to

Reduce unnecessary back-and-forth
Align clients on scope and deliverables early
Spend less time explaining the basics

They needed to

Quickly understand project requirements
Reference information without asking again
Communicate technical details clearly

They needed to

Understand unfamiliar technical requirements
Know how their assets would be used
Stay connected to the execution

The common thread

Everyone needed the same thing: a clear source of truth that explained the experience without requiring someone from wonderMakr to walk them through it.

Product direction

What if onboarding worked more like an interactive product than a PDF?

Traditional documentation wasn't well suited to a product as physical and unfamiliar as xVend. The research pointed to three core needs:

Understand the project

Give clients a clear picture of what they're getting and what they need to provide.

Experience the product

Let clients interact with unfamiliar xVend experiences instead of only reading about them.

Align stakeholders

Create one shared reference point that project managers, agencies, and brands could use throughout the project.

Design process

Designing the experience around how clients learn

I explored different ways to structure and explain the experience, starting with the overall information architecture and then moving into individual interactions.

User flows

Refined user flow — new onboarding structure, entry points, progressive disclosure

I mapped the existing workflow to identify where users were getting stuck, then created a new structure that introduced essential information first and allowed users to go deeper when needed.

Exploring the interaction model

Mid-fi wireframes and concepts — onboarding structure, the interactive microsite demo, and component information and deliverables

I explored different layouts and interaction models through wireframes, then reviewed them with the senior experience designer, CEO, and project managers. This helped validate the information hierarchy before moving into the final design.

Design decisions

Four decisions shaped how clients learn and navigate the experience

The challenge was finding the right structure, sequence, and interactions to help clients understand xVend without a walkthrough.

How should users move between the overview and detailed deliverables?

One-flow concept

One flow

Users move through the overview and detailed deliverables as one continuous experience.

Separate-flow concept

Separate flows

Users start with the essential information and open detailed deliverables when they need them.

We chose separate flows so clients could quickly understand the project, with detailed information available when they needed it.

How should technical information be introduced?

Deliverables-first layout

Lead with deliverables

Users see the technical requirements before exploring the experience they describe.

Sample-visual-first layout

Lead with sample visuals

Users see the experience first, then explore the technical details behind it.

We chose to lead with visuals because clients needed to see the experience before the technical information made sense. Starting with examples gave the content that followed more context.

How should users navigate the dielines?

Scroll-based dieline interaction

Scroll through

Users move through each side of the vending machine one at a time.

Tap-through dieline interaction

Tap through

Users can preview all sides at once and quickly navigate to the side they need.

We chose the tap-through navigation because clients needed to review the vending machine quickly, and seeing all sides at once made the interaction easier to scan and compare.

How should the microsite demonstrate the physical interaction?

Microsite demo using a hover interaction

Mouse hover

Users hover over the microsite to reveal the interaction.

Microsite demo using a draggable badge

Badge drag and scan

Users drag a badge toward the scanner to simulate the physical interaction.

We initially preferred the badge interaction because it more closely mirrored the physical experience. But it didn’t translate well to touch devices, so we chose tap to make the experience work across devices.
Final designs

We created a reusable onboarding experience that makes xVend easier to understand.

The experience brings project information, interactive demos, dielines, and deliverables into one shared reference for clients and project teams.

Walkthrough of the complete onboarding experience
Reflection

What I learned

Information hierarchy shapes understanding

I learned that making information easier to understand isn't always about reducing it. In this project, changing what users saw first had a bigger impact than removing content.

Design within the full context

I learned to consider where and how an interaction will be used early in the process. When the badge interaction didn't translate well to touch devices, I had to rethink the interaction while keeping the same learning goal.

Next steps

Where I’d take it next

Validate with clients

We didn't have time to test with clients. I would test the experience with new xVend clients to identify where they still hesitate or need clarification.

Expand the system

The first version focused on the microsite, dielines, and prizing matrix. Next, I would add shipping, logistics, and copy decks to make onboarding a more complete reference.

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