2009 - 2010
Game Pre-Order Kiosk
At a glance
- Designed an immersive self-service kiosk to lift week-one sales of new video games without adding store staff.
- Turned the kiosk into a browsable catalog of coming-soon games for every major console and PC.
- Took the concept from storyboard sketch to a fixture in Best Buy stores.
The Problem
Launch week matters for a new video game, and pre-orders are how a store gets ahead of launch day. But reserving a game meant finding a gaming specialist, and on a busy floor that could mean a wait. The question we set out to answer: how do you improve week-one sales without hiring more employees?
The Concept
Rather than another static endcap, we pictured a fixture that would draw gamers in on its own: an immersive touch-screen catalog of coming-soon games, placed where gamers already browse new releases.
Pre-Order Kiosk — Early storyboard: a free-standing kiosk that pulls shoppers in from the aisle.
The design paired a large portrait touch screen with the familiar new-release racks. A featured title led the screen, shoppers could tap any game to reserve it, and the full catalog was a tap away, organized by platform.
Pre-Order Kiosk — Concept rendering: a portrait touch screen for pre-orders alongside the New Releases wall.
In Stores
In stores the kiosk became the Pre-Orders & Game Downloads station. Gamers could search every game and console, browse top pre-orders, digital games and special offers, and start a pre-order on the spot. The kiosk printed a ticket to take to a gaming specialist, so staff only needed to step in to close the sale.
Pre-Order Kiosk — The pre-order kiosk in a Best Buy store, July 2013.


