Project · Hackathon · 2018

GachaBot

A 48-hour Kyoto hackathon concept exploring how a physical, context-aware system could help tourists discover unexpected local experiences.

Tourists with unplanned time could search Google or TripAdvisor, but those tools often returned the same ranked attractions. Our four-person team proposed a familiar alternative: a gacha machine that offered an unexpected local suggestion at the moment someone wondered, “What now?”

The central design question was what a tourist should have to answer and what a future system could infer from context. Over 48 hours, we researched and simulated that experience. GachaBot remained a hackathon concept, not a launched recommendation engine.

User ResearchRapid PrototypingProduct DesignInteraction DesignContext-Aware Systems

Role

Strategy, UX research, interaction model, concept development, and final presentation.

Team

Four-person hackathon team.

Research

Intercept conversations and simulated concept interactions with approximately 12 tourists, approached individually and in groups.

Outcome

Paper interaction, physical machine prototype, clickable Axure demonstration, recommendation-slip concept, and final pitch.

Status

48-hour concept; contextual inputs and recommendation generation were proposed rather than technically implemented.


Context

What do you do with unexpected free time in Kyoto?

The problem was not a shortage of recommendations. It was finding something local, timely, and a little surprising without sorting through another generic list. The hackathon took place at Kyoto Institute of Technology as the final event of Kyoto Startup Summer School.

The entrance to Kyoto Institute of Technology, where Kyoto Startup Summer School was held

Kyoto Institute of Technology · Kyoto Startup Summer School · the setting for the 48-hour hackathon

Field research

Start with tourists in the actual context

We went to Kyoto Station, Nishiki Market, and tourist-information locations, where unplanned time and travel decisions naturally arose. We spoke with approximately 12 tourists, some individually and some in groups. These were intercept conversations and concept-feedback interactions, not usability tests.

Intercept conversations
Approached tourists at Kyoto Station, Nishiki Market, and tourist-information locations to discuss unexpected free time, travel planning, and existing recommendation tools.
Simulated concept interaction
Tourists answered three questions, rolled a large die, opened a gacha capsule, and read the recommendation written on the paper inside.
Concept feedback
After tourists opened and read the recommendation, we asked for their impressions, interest, concerns, and the information they would need to act on it.
The team reviewing notes after speaking with tourists in Kyoto

Team debrief after field conversations

The team grouping field notes during a synthesis session

Synthesis and affinity grouping

Simulating the experience

Make the idea tangible before building the machine

After explaining the concept without steering tourists toward a positive response, we walked them through a low-fidelity simulation. They answered questions, rolled a large die to represent the random gacha interaction, received a capsule, opened its paper recommendation, and then discussed their reaction. The simple props let people experience the sequence rather than react to an abstract pitch.

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

These responses were directional, not evidence of broad demand. They supported the premise that some tourists welcomed a playful way to encounter something they had not already searched for. Participants also made the need for useful description and navigation information clear.

Interaction model

Ask only for information that changes the recommendation

We proposed three questions about available time and group composition. Field conversations reinforced that whether children were present could materially change a useful recommendation. The team adopted 30 seconds as a design target for the interaction, so every question had to earn its place.

A clickable Axure demonstration represented this question flow. It demonstrated the interaction model; it was not connected to a working recommendation engine.

Three yellow sticky notes showing GachaBot's proposed questions

The three proposed questions during the working session

Context-aware logic

Use context to reduce what tourists must enter

The future system model combined tourists’ answers with location, weather, traffic, date, and time. Those contextual inputs could prevent recommendations that were closed, unsuitable for the weather, or impractical to reach. The hackathon prototype demonstrated this logic; it did not connect to live environmental data or generate recommendations automatically.

Tourist input
How much time do you have?
How many people are you with?
Are there children in your group?
+
Proposed contextual inputs
Current location
Weather
Traffic
Date and time
Recommendation slip
Photo and description
Why it is worth visiting
Directions
What makes it distinctive
Distributing visitors beyond the same heavily promoted attractions and introducing them to local businesses were potential benefits considered by the team—not outcomes demonstrated during the hackathon.

Rapid prototyping

From simulated interaction to physical demonstration

Once the question flow and output had taken shape, the team built a physical form for the final pitch. The recommendation slip also evolved from a handwritten prop into a fuller concept with a photo, description, directions, and a QR code.

The four-person team constructing the physical GachaBot hackathon demonstration

Building the physical hackathon demonstration—not a functioning automated recommendation machine

Recommendation slip · field simulation

Handwritten recommendation slip suggesting a local arcade

Paper recommendation used to simulate the experience

Recommendation slip · final concept

Recommendation-slip concept with a photo, description, QR code, and map

Expanded concept with description and navigation information

Design rationale

Why a machine and not an app

A wall of gacha capsule vending machines in Japan

A familiar interaction and physical presence in Japan

Gacha machines were already familiar in Japan, easy to recognize, and playful by design. A physical machine could stand at the moment the need arose—in a station or tourist-information location—without requiring someone to discover, download, and remember an app. Its random reveal also made an unexpected recommendation feel like serendipity rather than an unexplained algorithmic choice.

What this demonstrates

Four decisions that shaped GachaBot

01

Research in the setting where the need occurs

The team approached tourists where unplanned time and travel decisions naturally arose.

02

Prototype the experience with simple physical materials

Questions, a die, a capsule, and a paper recommendation made the concept tangible enough for tourists to react to within the hackathon timeframe.

03

Separate required input from contextual information

Tourists supplied time and group details, while the proposed system model used location, weather, traffic, date, and time to reduce interaction effort.

04

Choose a form that supports spontaneous discovery

A physical gacha machine fit the point of decision and made receiving an unexpected recommendation feel playful rather than arbitrary.

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