Drive-thru POS client · 2026

Upsell Prompt Interface for Drive-Thru POS

Upsell attempt rate up ~15 percentage points. Average revenue per order up ~30%.

Sole senior designer responsible for the POS interface of DriveUp, an AI-powered upsell prompt system for drive-thru staff. Designed within a constrained, existing POS environment to surface contextual prompts without disrupting order flow. Pilot across 8 locations lifted upsell attempt rate by ~15 percentage points and grew average revenue per order by ~30%.

Role
Senior Product Designer (Interface Design)
Team
Product, research, engineering
Timeline
6-week pilot across 8 locations
Read time
7 min read
FigmaProtopie
Outcomes
+~15 pts
Upsell attempt rate
vs. baseline
+~30%
Revenue per order
vs. baseline
+~10 pts
Acceptance rate
vs. baseline
TL;DR
01
Problem: DriveUp needed a POS interface that surfaced AI-generated upsell prompts to drive-thru staff without disrupting a high-pressure, time-critical order flow on hardware and layout I couldn't change.
02
Approach: I was brought in to design the POS interfaces, not to lead research or strategy. My scope was translating research handover into a working interface: how prompts surface, how staff respond, how the system handles rejection, and how the design evolves through pilot feedback.
03
Result: A six-week pilot across 8 locations lifted the upsell attempt rate by ~15 percentage points, acceptance by ~10 points, and grew average revenue per order by ~30%.

My Role, What I Did and Didn't Own

I was brought in to design the POS interfaces, not to lead research or strategy. The research and concept direction had already been shaped by the wider team before I joined. I received a research handover doc and was debriefed by the researcher. My scope was translating those findings into a working interface: how prompts surface, how staff respond to them, how the system handles rejection, and how the design evolves through pilot feedback.

That scope sounds narrow. In practice, interface decisions at this level of operational sensitivity, where the product interrupts a high-pressure, time-critical workflow on hardware you can't change, carry significant consequence. The design had a direct line to whether staff used the tool at all.

The Design Challenge

Inserting new UI into a system with no room for it. The POS was a single tablet-sized touchscreen already carrying four competing UI zones: live order items, item modifier options, category navigation, and payment totals. None of that could be moved or removed. I was working within an existing design system and fixed layout structure.

The hardware was touch-only, used by staff moving quickly under pressure. Touch targets had to be large enough to tap accurately without looking. There were no hover states, no secondary interactions, no room for anything that required a decision before acting.

Design Decisions That Mattered

Overlay, not inline

I chose a full overlay rather than embedding a prompt within existing UI zones. The layout had no available real estate, and a small inline element would have competed for attention rather than commanding it. The overlay creates a deliberate interruption: staff have to respond before returning to the order flow. Counterintuitive for a speed-of-service context, but the right call. Passive prompts that don't demand attention get ignored.

DriveUp overlay prompt for 6 Chilli Cheese Bites in action
Overlay prompt in action: the "6 Chilli Cheese Bites" prompt takes over the screen so staff can accept or decline in one tap.

Asymmetric accept and decline

Accept and decline are not equal actions. Accepting adds an item and adds revenue. Declining closes the prompt and moves on. Accept is a large, filled green button, primary and confident. Decline is a text-style red link, present but not weighted. This asymmetry wasn't accidental. It nudged without forcing. In the evolved version, decline was softened further to plain text ("No thanks, customer declined") to reduce the friction of not accepting. This also handled the model's fallibility: when the AI surfaced a poor suggestion, an out-of-stock item, an odd pairing, a customer clearly not interested, the staff member could dismiss it in one low-effort action. Frictionless decline was the safety valve that let a probabilistic system fail gracefully in a live, high-pressure workflow.

The "6 Chilli Cheese Bites" prompt at £1.99: Accept is the green, filled primary action; Decline is a quiet text link so the nudge never feels like a trap.Click to expand

Copy as a staff script

Early prompt copy described the product. Later iterations, informed by expeditor feedback in pilot, wrote the prompt as the exact words staff should say out loud: "Would you like [item] for [price]?" This removed the cognitive step of translating a product name into a natural ask. Staff could read the prompt and speak it directly.

Auto-dismiss countdown

The "Closing in 5s..." countdown in the evolved design meant staff didn't need to actively dismiss a prompt if the moment passed. Without this, a missed prompt required manual interaction to clear, adding steps to an already-full workflow. The countdown handled the exit gracefully. The countdown ran visibly on the prompt itself, a live "closing in 5s" state that let a missed prompt clear without a tap.

Price removed from the prompt

An earlier version surfaced the price prominently. We removed it, partly due to technical implementation complexity, but also because I felt it added a decision layer we didn't want staff carrying. The expeditor's job is to ask, not to pre-judge whether the customer will find the price acceptable. Price showed up on the POS receipt flow naturally.

Same item, same ask: the original 'Top Pick' showing 6 Chilli Cheese Bites for £1.99 (left) versus the revised 'Top Choice' with no price (right).Click to expand

The A/B and What I Learned From Being Overruled

We tested two significantly different visual treatments. I was tilting toward the more visually prominent, consumer-facing version: large product photography, stronger visual hierarchy, a more deliberate brand presence. My reasoning was that a bolder visual would command attention more reliably on a screen full of noise, and that product imagery would do selling work without adding copy.

The team went with the more functional, compact version. Their reasoning: it felt more native to a POS environment, less like a marketing interruption, which they felt would reduce friction with the existing order-taking mindset.

Outcomes

Results after 6-week pilot across 8 locations.

+~15 pts
upsell attempt rate
vs. baseline
+~30%
revenue per order
vs. baseline
+~10 pts
acceptance rate
vs. baseline

The attempt rate increase matters more than acceptance as a signal of design success. Acceptance depends on the customer. Attempts depend on whether staff found the tool usable and confidence-giving enough to actually use it. That ~15-point jump suggests the interface was doing what it needed to: lowering the barrier to trying.

Scope Boundary, What This Case Study Is and Isn't

Research, concept prioritisation, measurement framework, and pilot logistics were owned by the wider product and research team. My contribution was the POS interface design: how prompts surface, the interaction model, visual hierarchy, copy framing, rejection states, gamification, and iterative refinement through pilot feedback. I worked from a research handover and researcher debriefs.

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