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The Kindness Box

A team interaction design project exploring how King's Cross Station could become a site of human connection through field research, iterative prototyping, and a high-fidelity interactive vending machine concept.

Erica Saffron
RoleUX Researcher
ContextINM452 MSc HCID, Interaction Design module
TeamErica Saffron, Sriram Venkitachalam, Iriani Amirudin, Karen Leung
OutputHigh-fidelity prototype + poster
LocationKing's Cross Station, London

Overview

We were tasked with designing a creative, interactive digital technology that enhances visitor experience in an open-air public space by enabling an "act of kindness." We chose King's Cross Station, a major transport hub drawing travellers and commuters from across the UK and Europe, precisely because its diverse, transitory crowd made it both a challenging and meaningful context for kindness.

Interviews
15
Travellers, commuters, staff & homeless individuals
Personas
2
A giver and a receiver of kindness
User journeys
4
Existing (×2) and future (×2) mapped
Prototype stages
2
Cardboard → high-fidelity 3D
Research report
Full written report covering all phases
Personas
Helen (giver) and John (receiver)
User journeys
Before and after Kindness Box interaction
Hi-fi prototype
Full interaction flow for the vending machine
Poster
On-site communications piece

The research challenge

King's Cross is one of London's busiest transport hubs, a place most people pass through rather than stay in. Our research question was: how can an interactive technology make kindness feel possible, easy, and meaningful in a space defined by movement and anonymity?

Before we could answer that, we needed to understand what kindness meant to the people who actually used this space, and whether they even associated King's Cross with it at all.

Key finding from interviews

Participants found it difficult to connect the concept of kindness to King's Cross specifically. The station felt cold and impersonal to many. This told us our design would need to do more than provide a mechanism for kindness. It would also need to make the space itself feel like a more inviting context for it.

User research & personas

We conducted observational visits to King's Cross at various times and days, then interviewed 15 people including travellers, commuters, station employees, homeless individuals, and tourists. The interviews surfaced two distinct user needs that shaped all subsequent design decisions.

Helen Sharpe persona portrait
Helen Sharpe, 70
Travel writer · London · the giver
"Kindness means the whole world. It's about being good to one another, and thinking about how other people feel."
Goals
  • Help someone in need
  • Have a positive commute
  • Brighten someone's day
Frustrations
  • People ignoring those in need
  • Station feels cold & impersonal
  • Overwhelmed in rush hour
Opportunity: Helen

People like Helen see someone in need of kindness but don't know how to engage. How can it be easier to give? How can kindness become a significant, visible presence in what feels like an impersonal, transitory place?

John Heading persona portrait
John Heading, 35
Accounts manager · Brighton · the receiver
"There's not much kindness around King's Cross. Smiling isn't difficult, is it? Maybe a hello would be nice."
Goals
  • Stress-free journey home
  • Decompress after work
  • Memorable family visits
Frustrations
  • People rushing and being rude
  • Feeling alone at the station
  • King's Cross feeling transitory
Opportunity: John

A large number of people would benefit from a warm presence at the station. How can warmth be spread outward? How can kindness become more than an occasional random act, and feel like part of the character of the space?

Existing user journeys

Before designing any solution, we mapped the existing journeys of both personas through King's Cross, tracking not just tasks but emotions at each stage. Both journeys end with missed opportunity: Helen wanting to help someone but not knowing how; John arriving home deflated after an encounter with a rude stranger.

These emotional arcs gave us concrete design targets: the Kindness Box needed to intervene at the "waiting in King's Cross" phase, the moment of emotional low, and transform it into a high point.

Helen's existing user journey through King's Cross
Helen Sharpe, the giver
Existing journey: wants to help, no outlet to do so
John's existing user journey through King's Cross
John Heading, the receiver
Existing journey: deflated after a rude encounter at the station

Conceptual design: the cardboard prototype

Rather than jumping straight to screens, we built a rough cardboard prototype from two corrugated boxes assembled to resemble a vending machine. We placed it at various locations around King's Cross and its surroundings, observing how passers-by reacted. The prototype posed two questions in writing:

1. "If there was a vending machine for kindness at King's Cross, what would you take from it?"

2. "If there was a vending machine for kindness at King's Cross, what would you give to it?"

Responses included smiles and hugs, dancing, hot coffee, and favours, which directly seeded the four kindness categories in the final design: Positive Affirmations, Food & Drink, Entertainment, and Donate to Charity.

What the prototype told us

People engaged most readily when given a simple, low-commitment prompt. The cardboard box removed the social friction of approaching a stranger, since a machine felt safer and more anonymous than a person. This validated the vending machine format as the right interaction model.

Cardboard vending machine prototype for the Kindness Box, placed at King's Cross

Future user journeys

With the concept validated, we mapped how Helen and John's journeys would change with the Kindness Box present. Both journeys now end with a rising emotional arc, a significant reversal from the existing journeys.

Helen's journey: giving kindness

Phase 1
Approaching
She spots the Box near tickets. The stickers about kindness make her curious.
Phase 2
Initial interaction
The Box greets her and gives the option to give or take. She chooses to give.
Phase 3
Choosing a form
Shown four types of kindness. She explores Positive Affirmation and Personal Postcard before choosing video.
Phase 4
Recording her message
She records "You are loved, take care of yourself" and submits.
Phase 5
Final interaction
A QR code is printed. The Box shows how many people have shared kindness today. She leaves happy.
Helen's future user journey with the Kindness Box
Helen Sharpe, giving kindness
Future journey: spots the Box, records a video message, leaves happy

John's journey: receiving kindness

Phase 1
Approaching
The motion sensor detects him. Animations and quotes catch his eye as he walks toward the platform.
Phase 2
Initial interaction
He chooses Entertainment, since he's not in the mood to give today.
Phase 3
Taking kindness
Shown Song, Jokes, Book, Surprise me! He clicks "Surprise me!"
Phase 4
Receiving a book
He receives "You, Me and Empathy", donated by another user.
Phase 5
Final interaction
The Box tells him the book was donated by someone wanting to share kindness. He considers being a giver next time.
John's future user journey with the Kindness Box
John Heading, receiving kindness
Future journey: receives a donated book, considers becoming a giver

Detailed design: the high-fidelity prototype

Moving from cardboard to a fully realised concept, we created a high-fidelity prototype and 3D visualisation of the Kindness Box as it would appear on-site at King's Cross. The machine is a tall, iridescent holographic kiosk, visually distinctive enough to stop people in a busy station, but not intimidating.

High-fidelity prototype visualisation of the Kindness Box
Large display screen
Shows animated content, quotes, and affirmations. Motion-sensor triggered to engage passersby before they approach.
Give or take kindness
The core binary choice that branches into four categories: Positive Affirmation, Food & Drink, Entertainment, Donate to Charity.
Multi-format input
Givers can share kindness as text, audio, video, or a personal postcard, lowering the barrier to participation.
QR code sharing
Messages are printed as a QR code to take home and share. Community impact counter shows how many people have engaged.
Floor stickers
"Hey." "How are you?" "Do you have some time for kindness?" Physical stickers lead people toward the Box and prime them before they arrive.
On-site poster
An illustrative poster explaining the concept, how to interact, and what kinds of kindness are available.
High-fidelity prototype visualisation of the Kindness Box
View interactive Figma prototype ↗

What I learned

On designing for emotional context, not just task completion

The most important insight from our user journeys wasn't about features. It was about timing. The Kindness Box needed to appear at a moment of emotional low, not just as a passive fixture. The motion sensor and floor stickers exist to intercept people before they've fully disengaged from the space.

On the value of low-fidelity field prototyping

The cardboard box placed at King's Cross generated more actionable data than any interview question could have. Real people in the real space, reacting spontaneously, told us what kindness meant to them in a way that no studio session replicates. It also validated the vending machine metaphor, which could have felt gimmicky, as genuinely resonant with how people thought about the exchange.

On designing for both sides of an interaction

Designing for a "giver" and a "receiver" simultaneously created productive tension throughout the project. Every feature had to work for Helen, who wanted to do something meaningful, and for John, who was depleted and needed a low-effort path to receiving warmth. The four kindness categories emerged directly from holding both user needs in parallel.

On making kindness feel appropriate in a public space

Participants struggled to associate kindness with King's Cross. The design response was to create an artefact that physically embodies warmth: the iridescent holographic aesthetic, the "Hey." on the front, the floor stickers that address you directly. The Box needed to transform the emotional character of the space before anyone even touched it.

Skills demonstrated

Field observation User interviews Persona creation Emotional journey mapping Conceptual prototyping Hi-fi prototyping Interaction design Service design Research synthesis Team collaboration