Project · Hackathon · August/September 2018

GachaBot

A physical recommendation machine that decides which few things to ask a tourist, and which to read from the environment — location, weather, traffic, time — to generate a recommendation. Designed, prototyped, and tested with real tourists in 48 hours at Kyoto Startup Summer School (KS³).

Context-aware systemField researchRapid prototypingProduct design

Context

What do you do when you have unexpected free time in Kyoto?

You could search Google or check TripAdvisor, but you’ll get the same ranked list of popular attractions everyone else gets. What if you wanted something off the beaten path? Something only locals know about, matched to right now: your group, how much time you have, what the weather’s doing?

That tension between the desire for a unique local experience and the friction of finding one on demand was the problem we set out to investigate during the end-of-program hackathon at Kyoto Startup Summer School (KS³) in September 2018. 48 hours. Four people. No prior knowledge of what the product would be.

The building at Kyoto Institute of Technology where Kyoto Startup Summer School was held

Kyoto Institute of Technology · Kyoto Startup Summer School (KS³) · August/September 2018 · the 48-hour hackathon was the program’s final event

GachaBot is a physical recommendation machine modeled after the gacha capsule vending machines already familiar across Japan — a child can operate one, and tourists understand it immediately. The interesting design decision was not the gacha form factor. It was where to draw the line: which few things to ask a person, and which to infer from location, weather, traffic, and time. We had a 30-second target for the full interaction — from first question to capsule in hand — so every question had to earn its place.

My role: I co-originated the concept, drove the field research and the input model, decided which questions the machine should ask, validated that model with tourists in the field, and presented GachaBot at the final hackathon demo.

Research approach

48 hours, all in the field

We didn’t design in a room. On Saturday afternoon we went to Kyoto Station, Nishiki Market, and tourist information centers with an interview guide and prototypes, and talked to real tourists about their travel planning habits, their frustrations, and their reactions to our concept.

Intercept interviews
Approached tourists at high-traffic locations to ask about their travel planning habits, unexpected free time while traveling, and frustrations with existing tools.
Paper prototyping
Simulated the GachaBot experience in the field using physical props: questions on paper, a gacha ball, a printed recommendation slip. Observed reactions live and adjusted the question flow on the spot.
Concept validation
After the demo: Would you find this valuable? What questions should it ask? What information do you need on the recommendation slip? What could make it useless?
Field research session with tourists in Kyoto

Post-research debrief session

Synthesis and affinity mapping session

Synthesis and affinity mapping

What tourists told us

Unexpected was exactly what they wanted from GachaBot

The research validated the core insight quickly: tourists found it stressful to identify unique experiences on the fly, and they were actively looking for something that could surface the unexpected. The gacha form factor (familiar, playful, instantly understood) landed immediately.

Great idea! That’s pretty cool.
Tourist, Kyoto Station
I like to stumble onto things.
Tourist, Nishiki Market
Random is nice.
Tourist, tourist information center
This kind of game gets my attention.
Tourist, Kyoto Station

The product

A gacha machine that knows what’s happening right now

GachaBot is a physical recommendation machine modeled after the gacha capsule vending machines already familiar across Japan. You answer three quick questions, put in 100 yen, and get a capsule with a recommendation slip: a photo, a brief description, and directions to a local experience you wouldn’t have found on your own.

Team building the GachaBot physical machine

Team building the physical machine

Recommendation slip · v1

V1 handwritten recommendation slip: Play a dance/music game in a local arcade

Handwritten paper slip from field prototype

Recommendation slip · v2

V2 high-fidelity recommendation slip for the teamLab Light Festival: photo, description, QR code, and map

High-fidelity concept: photo, why it’s worth seeing, directions, and QR code

How it works

Three questions + environmental data → one recommendation

The design logic: the recommendation was not random. The system combined the three answers with ambient signals like location, weather, traffic, and time, so a rainy afternoon would not return an outdoor park, and a late hour would not return a place about to close. We demonstrated this logic with an interactive Axure prototype and paper props.

Three questions — time available, group size, children in the group — combined with environmental data the machine reads automatically. Every question we kept was there because field research showed it changed the output in a way tourists cared about.

User input (3 questions)
How much time do you have?
How many people are you with?
Are there children in your group?
+
Environmental data
Current location
Weather conditions
Traffic data
Date and time
Recommendation slip
Photo of the experience
Brief description
Directions to get there
What makes it unique
Traffic and time were inputs for a reason. The machine would not send you somewhere currently hard to reach. And because it recommended insider spots instead of the same ranked top ten everyone gets, it naturally spread visitors across a sprawling city rather than funneling them to the same few crowded sites.
Three yellow sticky notes showing the three questions the GachaBot asks

The three questions, written on sticky notes during the working session.

The “Are you traveling with children?” question wasn’t in the original design. It came directly from field research: tourists told us during interviews that group composition changed what they wanted, so it went into the next prototype that same afternoon.

Design rationale

Why a machine and not an app

A wall of gacha capsule vending machines in Japan

A typical gacha machine wall in Japan — familiar to locals, immediately understood by visitors

We could have built an app. We chose a physical machine on purpose. A gacha capsule machine is understood instantly in Japan, a child can operate it, and it lives exactly where the question comes up: inside the station, the information center, the spot where someone is standing around wondering what to do next. An app has none of that. You have to know it exists, download it, and remember to open it at the right moment.

The physical form also matched what tourists told us they wanted, which was to stumble onto something rather than scroll a list. An app was envisioned as a later expansion — something a tourist might download after the machine had already caught their attention at the point of decision.

What this demonstrates

Research discipline under time pressure

GachaBot compresses a full product cycle into 48 hours, but the research didn’t take shortcuts. The field findings directly changed the design the same day they were collected.

What this showsHow it showed up at KS³
Deciding what to ask vs. what to inferThe hardest design question wasn’t the recommendation algorithm — it was the question flow. With a 30-second target for the full interaction, we had to decide what a person genuinely needed to answer, and what the machine could read from context (location, weather, traffic, time) without asking. Every question we kept had to justify being there.
Research that changed the product same-dayWe were in the field Saturday afternoon and had findings reflected in the prototype by Saturday evening. The “Are you traveling with children?” question wasn’t in the original design — tourists told us group composition mattered, and it went into the next prototype on the spot.
Design decisions grounded in research, not assumptionsThe 3-question limit and the navigation info on the recommendation slip trace directly to what tourists told us in the field. The gacha form factor was a hypothesis we developed before going out — the research confirmed it landed.
Field research without infrastructureNo screener, no lab, no preparation time beyond that morning. We built an interview guide, went to Kyoto Station and Nishiki Market, and talked to real people with prototypes.

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