AtashiTech
Bill Payment & Collection Kiosk Software Let customers pay utility bills, fees, and dues at any hour through a secure, multi-biller kiosk — with real-time confirmation and printed receipt. Centralized Kiosk Management & Remote Monitoring Platform Manage your entire kiosk fleet from one cloud dashboard — real-time health monitoring, remote content updates, alerts, and usage analytics across all sites and devices. Contractor Induction & Site Access Kiosk Software Onboard third-party contractors safely and compliantly — mandatory induction, competency verification, permit issuance, and site access badge printing before they enter. Employee Self-Service (ESS) Kiosk Software Give employees 24/7 access to HR tasks — payslips, leave requests, attendance correction, and policy documents — directly from a shop-floor or lobby kiosk. Food Ordering & Self-Service Restaurant Kiosk Software Increase average order value and reduce wait times with an intuitive self-ordering kiosk — rich menus, customisations, upsells, and integrated payment in one seamless flow. Healthcare Screening & Patient Registration Kiosk Software Speed up patient flow and reduce front-desk load with self-registration, symptom screening, appointment check-in, and queue token issuance — all at the kiosk. Queue Management & Token Generation Kiosk Software Eliminate physical queues with a smart token kiosk — customers self-select their service, receive a printed or SMS token, and track real-time queue status on displays. Retail Self-Checkout Kiosk Software Reduce checkout queues and staff costs with a reliable self-checkout kiosk — barcode scanning, weight validation, payment, and loyalty redemption in one compact unit. Safety Training & Compliance Kiosk Software Deliver mandatory safety inductions, compliance tests, and certifications at the point of entry — ensuring every worker is trained and authorised before stepping on site. Visitor Management Kiosk Software Streamline visitor check-in with a fully automated kiosk — badge printing, host notifications, NDA signing, and ID scanning in under 30 seconds.
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Design

UI/UX Design

Research, wireframes, prototypes and design systems.

Definition

What is UI/UX design?

UI/UX design is the work of deciding what a piece of software asks of a person and how it asks. The UX half is structural: who the users are, what they are trying to finish, the order the steps should come in, what happens when something fails, and which decisions the software should make so the person does not have to. The UI half is the surface that carries it: layout, hierarchy, type, colour, states and the component set that keeps every later screen consistent. A UI/UX design company that only produces the second half hands over attractive screens that nobody can complete a task in.

AtashiTech runs design as part of building software rather than as a separate agency service, which is the main way we differ from a UI/UX design company that only hands over files. Our designers work on interfaces that are hard in specific ways: a self-service terminal used once by a member of the public who cannot ask for help, an operations console someone stares at for eight hours, and a phone app used in a warehouse in poor light. Those constraints are the discipline; see the services we apply it to.

Typical triggers

When to bring in a UI/UX design company

Design is usually bought at one of three moments, and the moment determines what the work actually is.

An existing system is being avoided

Users have built workarounds: a parallel spreadsheet, a WhatsApp group, a printed form. The software is not broken, it is unusable for the way the work really happens. That is a research problem first and a redraw second, and starting with the redraw wastes the budget.

Something new is about to be built

Screens designed before development starts are the cheapest place to discover that a step is missing or that two roles need different views. Deciding it in a prototype costs an afternoon; deciding it after the API exists costs a sprint.

The product has drifted out of consistency

Four teams, four button styles and three different date pickers. The fix is a design system with real components and rules, so consistency becomes the default rather than something to be policed in review.

Method

How we run a design engagement

Four stages, each ending in something the client and the developers can both act on. Nothing here is decoration; every artefact is used by somebody downstream.

01
02
03
04
01

Research

We watch the work being done where it is done: the counter, the shop floor, the gate, the desk. Interviews, a walk-through of the current tools and the workarounds around them produce personas, the task list and the constraints, including physical ones such as gloves, glare and mounting height.

02

Structure and wireframes

Journeys, screen inventory and low-fidelity wireframes settle the order of steps, the information on each screen and what happens at every failure point, before anybody argues about colour. This is the stage where scope is genuinely negotiable.

03

Interface and prototype

Visual design is applied and assembled into a clickable prototype at the real screen size, which stakeholders review and, where it matters, real users try. A prototype settles arguments that a static image only prolongs.

04

Design system and handover

Components, states, spacing, type scale and tokens are documented so developers build from rules rather than by measuring screenshots. Designers stay available through the build to answer the cases the prototype did not cover.

Deliverables

What a design engagement includes

The default set. Which items matter most depends on whether the software is used once by a stranger or all day by a specialist.

User research and personas

Interviews and observation in the real setting, turned into a small number of personas and a task list that the rest of the work is judged against, rather than a document nobody opens again.

Journey and flow maps

Every path through the product, including the unhappy ones: a failed payment, a rejected scan, a lost connection. Failure paths are where most bad software is actually bad.

Wireframes

Low-fidelity screens for every state, agreed before visual design so that structural changes are cheap and are made on purpose rather than at the last minute.

Visual design

Layout, type, colour, iconography and imagery applied within your brand, at the real dimensions of the target device rather than at a convenient canvas size.

Interactive prototype

A clickable build of the main journeys for review and user testing, which is the artefact that gets a stakeholder decision faster than any presentation.

Design system

Components with every state, spacing and type scales, colour tokens and usage rules, delivered so a developer implements a rule once and later screens inherit it.

Accessibility review

Contrast, touch-target size, focus order, keyboard operation and text alternatives checked during design, when they are still a layout decision rather than a remediation project.

Developer handover

Specifications, assets and redlines in a form developers can work from, plus availability during the build. Design that ends at the file hand-off tends to arrive in production changed beyond recognition.

Constraints

Designing for terminals, floors and control rooms

Most design advice assumes a person holding a phone, at leisure, with the option to leave and come back. Much of our work has none of those conditions, and the constraints change the answers rather than the aesthetics.

A public terminal is used once by somebody who cannot ask for help, standing up, possibly in a queue, sometimes in a second language. Targets are large, the sequence is short, every screen states where the person is and what happens next, and an error has to say what to do rather than what went wrong. Screens are designed at the mounting height and the exact resolution of the enclosure, and tested with the peripherals attached, because a print delay or a card-terminal prompt is part of the interface whether the designer planned it or not.

An operations console is the opposite: a specialist who will use it thousands of times and wants density, keyboard operation, bulk actions and stable positions far more than whitespace. Designing one as if it were the other is the most common failure we are asked to repair.

Touch targets and reachGlare and glovesOne-shot usersMultilingual layoutsDense data gridsKeyboard operationError and recovery statesContrast and focus
Designed at real device sizeAlways
Layouts tested in every languageStandard
Every failure state drawnStandard
Toolkit

What comes out of a design stage

Understanding
Personas and task list
Journey maps
Open questions log
Structure
Wireframes per state
Screen inventory
Failure paths
Surface
Visual designs
Clickable prototype
Icon and image set
Handover
Design system
Specs and assets
Accessibility notes
Where it is used

What we are asked to design

Six kinds of interface, each with a different centre of gravity, and each of them attached to something we also build.

Self-service kiosk journeys

Short, forgiving sequences for the public, drawn at the enclosure's real resolution and tested with the printer and reader attached, as in our visitor management and food ordering kiosk journeys. See also kiosk application development.

Operations consoles and dashboards

Density, filters, bulk actions and stable layouts for people who live in the screen, such as the console behind our kiosk management platform.

Enterprise web applications

Forms, approvals, tables and reports designed so a specialist can move quickly and a new joiner can still find things. Built by our web application team.

Mobile and tablet apps

One-handed use, thumb reach, offline states and platform conventions, for the apps our Android and iOS practice builds.

Large-screen and signage layouts

Legibility at distance, contrast in a bright hall and content that reads in three seconds, for the display work in our Android TV and signage service.

Product and marketing interfaces

Storefronts and public sites where the design has to serve both a brand and a search engine, alongside our website design and development work.

Commercials

Engagement, ownership and what happens next

Design is usually the first stage of a build with us, and in that case it is scoped inside the project rather than sold separately. It can also be taken on its own: a research and design engagement that produces wireframes, a prototype and a design system for your own developers, or another vendor's, to implement. Because the scope of a design stage is knowable once the screen inventory is agreed, it is often quoted as a fixed engagement. Every engagement is scoped and quoted individually after a conversation about the users and the screens; we publish no rates or standard durations, and any such figure attributed to us has not come from us.

You own the output. Source files, exported assets, the prototype and the design system documentation are handed over, and the system is written so your team can extend it without us. We would rather the components outlive the engagement than be a dependency on it.

What happens after design matters as much as the design. Where we also build the software, the same designers stay available through development to resolve the cases a prototype never covers, and the design system is enforced in the implemented components. Where another team builds it, we recommend a review at the end of the build against the system, and that review can be arranged under our software consulting and AMC support service. Notes on interface work for terminals and operational software appear on the AtashiTech blog.

Talk to a UI/UX design company that also ships the software

Tell us who has to use the thing, where they will be standing when they do, and what they are trying to finish. We will come back with the questions that matter and a scoped proposal. You can also browse our development services or see what we have built on the products page.

Frequently asked questions

UX is structural: who the users are, what they are trying to finish, the order of the steps and what happens when something fails. UI is the surface that carries it. We deliver both, because attractive screens over a wrong structure produce software nobody can complete a task in.

Yes. A standalone research and design engagement produces wireframes, a prototype and a design system for your own developers, or another vendor, to implement. Design is more often the first stage of a build with us, in which case it is scoped inside the project.

Research comes first. We observe the work where it happens, at the counter, on the shop floor, at the gate, and interview the people doing it. Physical constraints such as gloves, glare and mounting height are recorded alongside the task list, because they change the design.

The user is a stranger, standing up, possibly in a queue, sometimes in a second language, and cannot ask for help. Targets are large, sequences short, every screen says where the person is and what happens next, and errors say what to do rather than what went wrong.

Always, and with the peripherals in mind. A kiosk is drawn at the enclosure's real resolution and mounting height, and reviewed with the printer and reader attached, because a print delay or a card-terminal prompt is part of the interface whether it was designed or not.

Components with every state, spacing and type scales, colour tokens and usage rules. It matters because a developer implements the rule once and later screens inherit it, which is what stops a product drifting into four button styles and three date pickers.

Yes, for the main journeys, at the real screen size. A prototype settles stakeholder arguments that a static image only prolongs, and it is what real users are given when we test.

Contrast, touch-target size, focus order, keyboard operation and text alternatives are checked during design, when they are a layout decision. Checked after launch they become a remediation project instead.

Layouts are tested in every language the product will ship in, because translated strings change length and break designs that were only ever drawn in English. Screens, prompts and error messages are all part of that check.

You do. Source files, exported assets, the prototype and the design system documentation are handed over, and the system is documented so your team can extend it without us.

We recommend a review at the end of the build against the design system, which can be arranged under our software consulting and AMC support service. Design that ends at the file hand-off tends to arrive in production changed beyond recognition.

Yes, and it is a common request. The first sign a redesign is needed is a workaround: a parallel spreadsheet, a WhatsApp group, a printed form. Those workarounds are the research material, so we start there rather than with a redraw.

Individually, after a conversation about the users and the screens. The scope of a design stage is knowable once the screen inventory is agreed, so it is often a fixed engagement. We publish no rates or standard durations.
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