tablet app

Project Overview

Tyler Cashiering is a desktop product used for batch processing financial transactions. Tyler wanted to broaden the product’s reach into the mobile point of sale (POS) domain.

An incoming team of 9 development interns would be joining the senior staff for 8 weeks to tackle this project. Tyler wanted to expose the new team to the user centered design process. I looked at this project as fun opportunity to work with fresh talent, as well as work in a unique domain.

The primary persona for this application is typically a cashier working at a concession stand in a local parks and recreation facility. The menu will be fewer than 50 items.

Goals

  1. Get up and running and ideate quickly to develop a competitive, baseline product that would satisfy our personas needs.
  2. Expose the team to a user centered design process.

Process

1. I lead a jump start workshop for the team covering User Centered Design concepts and introducing the team to our design system. I wanted to prepare them on what to expect during this process, and techniques I use to to stay focused.It was a great opportunity to talk about customer empathy, ideation and experimentation, as well as looking to our personas and their challenges.

training graphic cover sheet

2. I lead the team in two rounds of sketching.

3. I performed a competitor analysis, looking for leaders in the POS space that serviced our targeted audience. I looked for overlapping patterns across products. This was done by using online resources and social media channels.Our first round tablet experience mostly encompassed the transaction screen and generating a receipt.

4.The team reviewed the sketches and did “dot voting” which allowed me to establish heat maps to help build consensus on features. I tabulated the prototypes and categorized the features, in a spreadsheet.

an excerise in voting
Dot voting heat maps

5. I provided a redlined prototype with detailed annotations.

6. We collaborated and maintained design integrity by weekly design reviews and development demos.

Challenges

  1. Our time with the team was very short and I was unable to do customer interviews before starting the design. We agreed to perform user testing on the beta release.
  2. The team was entirely remote. I had to pivot on tooling for collaboration without a budget for new tooling.
  3. Lack of access to real devices to test design and had to use emulators instead.
  4. Tyler UI is not suitable for kiosk or POS out of the box as it is scaled to usual desktop usage and distance to screen.
Sample flow - cash and credit split payment

Outcome

  • The development team opted to use Angular Flex-layout so that the design could lend itself to being responsive in future iterations. Based on my research of other systems and our likely customer, I chose a baseline view port of large tablet - to - small laptop 1366px 1084px.
  • Given that our persona would be on their feet and moving quickly, research informed me that deviating from our standard UI dimensions would be necessary. The cashier’s distance to screen would likely be greater than designing for a standard tablet app, as well as the volume of transactions.
  • Next steps will be designing a dark theme, and validating the design with the customer.