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MBTA KIOSK
Your all-in-one hub for fares, navigation, and local hotspots.
Overview
This project aims to redesign the Massachusetts Bay Transportation Authority (MBTA) kiosk. The goal is to enhance the existing machine’s functionality and create an interactive experience that assists riders in exploring the city using the transit system.
Disclaimer: I am not affiliated with the Massachusetts Bay Transportation Authority and this is an academic design concept created for educational and creative purposes only.
Design Prompt
Elevating the transit experience, starting at the kiosk
The primary audience includes Boston natives and tourists, from daily commuters to first-time riders. Additionally, the kiosk should work for riders with low vision or mobility impairments, and for those who prefer a language other than English.
Multimodal trip guidance
Live alerts for delays and construction
Travel information for locals and visitors
Affordances for language, vision, and mobility impairments
Challenge
How might we transform a static fare kiosk into a city companion?
The MBTA is more than a way to get around Boston. It is part of the city's history, home to the nation's first subway, which opened in 1897. Today it carries a ridership more diverse than ever, with riders of many backgrounds.
Final Design
An interactive experience available at every station, for every rider
Purchasing and reloading fare across all transit modes




Navigating and staying up-to-date






Process
3 Phase design
Research
Who are the riders of the MBTA?
A passenger survey conducted by the MBTA in 2022 show that transit riders consist of . . .
65% are between the ages of 18-34
32% speak a language other than English at home
48% are from lower-income households
58% of riders identify as a minority
Language support is limited. Older machines offer at most only three languages.
Low-vision support is unreliable. In a 2012 test, 60% of 76 machines gave no audio through headphones or announced purchase details aloud.
Newcomers get little guidance. Buying a fare can take up to 7 text-heavy screens, with no help finding the way afterward.
Define
3 riders, 3 different needs
Each represents a different background, goal, and level of familiarity with the system, so the design could be tested against more than one kind of rider. Together, they shaped what the kiosk offers and when.
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Prototype
Building on the structure riders are familiar with
Every task has its own flow, from buying a ticket to finding recommendations, and every flow shares the same principles:
Accessibility options on the first screen
Status updates at each step
Help and cancel always available

Start

Select option

View

Start

Select option

Select map

View

Start

View balance

Add value

Select how to pay

Pay

Take receipt

Start

Select fare option

Select # of rides

Preview total

Select how to pay

Pay

Take receipt

Start

Select fare option

Input start/end

Check train times

Review trip info

Select how to pay

Pay

Take receipt

Start

Select option

View options

Start

Select option

Input start/end

View
Physical Design
Looking beyond the screen
Before people even get to the screen, they come across this giant metal box with all sorts of slots, readers, and labels… where do we even start?
For first-time visitors, riders with limited English, or anyone in a wheelchair, that first moment decides whether the kiosk feels welcoming or intimidating. I redesigned the machine so riders know where to look, reach, and ask for help.
Know at a glance: Fare costs displayed for each mode and labeled groups for payment, card scans, and receipts
Within reach: Screen height adjusted for wheelchair users
Help before the screen: A mechanical push-to-call button located at the lower right corner
Private payment: Pin pad moved closer to the touchscreen
The model is not drawn to scale. It is a reference based on average wheelchair height.
Feedback
Consistency is a part of usability
During the 5 weeks span, I presented to my professor and classmates for feedback. The feedback helped me understand the importance of information architecture and the visual hierarchy when designing for the general population. It made the design clearer and more functional. It also showed me that consistency across screens is part of usability, because every mismatch is something riders have to relearn.
Reflection
Ship what’s realistic, then design what comes next
This was my first time designing an end-to-end flow for a real need, and it pushed me to think like a product designer. I scoped the redesign to changes the MBTA could realistically ship: no new machine, no new layout, and a fare flow that stays fast and familiar. Every addition had to earn its place by serving a rider's need.
Creating a minimum viable product
With a real audience and a real need, the list of features I could add was endless. I learned to ask what the product must do first, and to treat constraints as a guide for my design. Working within an existing system kept every decision focused on a usable, reliable experience.
Integrating accessibility into the framework
Testing the kiosk from different perspectives exposed assumption bias or friction I would have missed. Accessibility is easy to generalize or overlook, and goes beyond physical. Many needs aren’t visible, and designing for them makes the experience smoother for everyone.












