Coffee Machine - Done Right

A coffee-machine redesign focused on clearer choices and less second-guessing

I used this project to rethink how a coffee-machine interface could feel calmer and easier to trust. My starting point was simple: small screens like this often make people pause, guess, and double-check themselves. I wanted to keep the machine capable, but make the flow much more obvious.

Final coffee machine start screen with a single primary action
The final visual direction starts with one obvious action before asking for drink details.

The Design Challenge

Coffee machines have to say a lot in very little space. If the interface is too minimal, people have to guess what comes next. If it shows too much, they slow down and start hesitating. The challenge here was finding a middle ground where the machine still felt simple, but not vague.

Reduce uncertainty

I wanted users to immediately see what they could press, where they were in the flow, and how to back out if they changed their mind.

Support recognition over recall

The interface needed to explain itself quickly instead of assuming the user already knew the machine.

Keep the visual language calm

I wanted it to feel modern and focused, but still quiet enough that the interface itself did the talking.

Sketches and Interaction Approaches

Early on, I explored a few different interaction styles to understand how direct the machine should be. Some concepts leaned more explicit, while others were cleaner and more minimal. What I was really testing was how much guidance the interface needed before it started feeling heavy.

  • Sketch 1: Used visible buttons and direct touch targets to make the next action obvious.
  • Sketch 2: Reduced the amount of visible chrome while still preserving orientation and clarity.
  • Sketch 3: Leaned more on familiarity and conversational cues, which made it elegant but less immediately self-explanatory.

Design Decisions

The final direction came from the versions that felt easiest to understand at a glance. I kept coming back to the same idea: if someone walks up to the machine for the first time, they should not have to decode it.

  • One decision at a time: The start screen leads with one action, then introduces drink, size, extras, and payment in sequence.
  • Visible escape routes: Back and cancel stay available before payment, so a wrong choice never traps the user.
  • Recognition over memory: Drink images, names, sizes, and prices appear together instead of relying on hidden codes.
  • Progress during brewing: The fill animation gives the waiting state a clear beginning and end.

Final Direction

The result is a visual and interaction direction, not a validated outcome. I did not test it with participants, so the next step would be to watch first-time users choose a drink, correct a mistake, and understand the brewing state without help.

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Let's Connect

I'm looking for UI/UX and interaction design work where I can keep making interfaces feel clearer, calmer, and easier to use.

EmailElijaholiverlarsson@gmail.com