Interaction mappings
Posted: February 11th, 2009 | 2 Comments »
When interacting with any machine, it is important to think about interaction zones and their mappings. I made a quick analysis of a basic candy vending machine that shows how ‘off’ the current design actually is.
All of the interaction components are spread all over the machine with mechanical efficiency in mind, but since we are in the age of micro-electronics we can reshape them however we desire.

Actually, your thought path with the numbers wasn’t really my experience. Normally my order of looking is: product-price underneath the product- money insert- buttons to enter code- take product out..
Who is looking at the display when you already saw the price underneath the product? This is only needed for feedback after coin-insert, I think.
Nevertheless
Your concepts are marvelous( love the behaviour of the cans. I’d like to see more of your experiments someday.
Well, the machine I used to make the interaction mappings does not have the price tag located beneath the products. I know it might not represent the majority of the machines out there, but sometimes you need to set an extreme example to get your point across.
As far as my experiments go, just keep visiting guusbaggermans.nl every once in a while, because I’m cooking up some new toys, that might make it there