AI Drive-thru voice ordering
An AI product built for restaurant drive-through's to help customers order their food.
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An AI product built for restaurant drive-through's to help customers order their food.
A three member team project focused on sustainability and helping users find and participate in local environmental events such as park cleanups, recycling drives, and tree planting.
A comprehensive view of my work as an artist.
Problem
Restaurants often face staffing shortages, inconsistent service quality, and human error in drive-thru order-taking roles.
My role
User research, competitive research, journey mapping, UX, UI.
Solution
AI drive-thru systems can reduce wait times, improve accuracy, and provide faster, more consistent service.
Result
Major restaurants, specifically targeting fast food chains, two weeks to complete.
Every item is labeled with the exact words that order it — “Add Flame Master” — so no one has to guess the phrasing the AI accepts. We also designed it for any type of device and size.
The order panel fills in beside the menu as items land, keeping the running total in view before anyone commits to it.
The transcript stays on screen so customers can check what the AI heard against what they actually said. When something’s wrong, they can see exactly where it went wrong.
The AI Host was created to help the users feel more comfortable communicating with the AI. The AI Host visuals and voice are entirely customizable for every restaurant.
A “Listening…” notification lights up whenever the mic is open, so people aren’t left talking into a screen that might not be paying attention. The host itself — avatar and voice — is customizable per restaurant.
Talking to drive-thru staff and regular customers surfaced the same pattern: people don’t distrust AI ordering because it’s AI. They distrust it because they can’t tell whether it heard them right. The fix wasn’t a smarter model — it was making the order visible and checkable while it was still being spoken, not after.
When the model isn’t confident, it asks instead of guessing: “Diet Coke or regular?” Every item in the running order stays changeable, so fixing a misheard item is one correction, not a restart of the whole exchange.
I started from the competitive review, mapped the happy-path journey. The useful work was mapping the unhappy one: misheard items, background noise, someone changing their mind mid-order. Nearly every feature in this case study came out of that second map. Wireframes went straight into moderated tests with five people ordering out loud to a screen.
The first version of the AI Host spoke every confirmation out loud, on top of showing it on screen. In testing, people found the voice confirmations slower and more annoying than useful — it made the wait feel longer, not shorter. I cut the spoken confirmation and kept the visual one, and let the AI Host's presence (not its narration) carry the reassurance that it was listening.
I’d bring in real background noise earlier. I ran the early sessions in a quiet room, which is the one condition a drive-thru is never in — a real lane would almost certainly surface failure rates the quiet tests never showed me. I’d also test the AI Host’s personality against a plain progress indicator, since I never proved the character adds trust on its own versus the transparency features doing the work.
Problem
Every year, more than 8 million pieces of trash are discarded outside of their designated bins in public places.
My role
Research, UX, UI — a 24-hour design competition with a team of four.
Solution
Design an app that encourages people to pick up trash in public places.
Result
The judges called out the map and leaderboard pairing as the clearest read on the problem of any team that day.
The leaderboard makes the effort add up to something visible — a running count that gives people a reason to come back.
Once the leaderboard gave people a reason to show up, they needed a way to find something to show up to. The map shows the locations of the events, with dates and times below.
Interviews and desk research pointed the same direction: awareness wasn’t the blocker. People already knew littering was a problem. What stopped them was that picking up trash alone felt pointless — they wanted proof the effort added up to something, and a reason to come back next weekend.
With 24 hours on the clock we sketched three concepts in the first two hours and voted as a team before anyone opened Figma — cheaper to kill an idea on paper than in a file. The leaderboard came first. The map came out of a later pivot, once we realized people needed to find an event, not just see a score.
Our first leaderboard ranked users by total pieces picked up. That works for whoever started earliest and nobody else — a newcomer can’t catch someone with a six-month head start, so the ranking stops being a reason to participate and becomes a reminder that you’re behind. We switched to weekly resets, which puts everyone on the same clock every Monday.
We put so much of the 24 hours into research, engagement mechanics and user flows that the visual execution never caught up — and against the finalists, that showed. The judges responded to the thinking, but a competition is also judged on what’s on the screen at hour 24.
Next time, I would plan it out better: lock the flows by hour twelve and give the back half to visual design. Getting the concept right doesn’t count for much if it isn’t finished.
Version 1
The client hadn’t settled on a theme for Discoverfest and left that to us, so round one was really a set of theme proposals. The brief asked for a text-based mark, so I built the concept into the type itself — a globe in place of the O, pushing exploration and discovery without adding a separate illustration.
Version 2
The first concept, “Puddle Splash,” didn’t survive review — the splash shape and droplets competed with the type, so the thing people were meant to read came second. “Building Blocks” put the idea into the letterforms instead of around them: “Discover” and “Fest” on tilted 3D blocks, students building their own Titan Experience.
The client picked Building Blocks. I built out vertical and horizontal lockups so the mark works across banners, posters and social.
2026–2027
Master of Human-Computer Interaction & Design. Graduating August 2027.
2024–2026
Bachelor of Fine Arts (BFA) in Graphic and Interactive Design. Graduated with Honors.
2022–2024
Associate in Arts for Transfer, Studio Arts, with an emphasis in Digital Arts and Social Psychology. Graduated with Honors.