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Husky TechnologiesDrinktec Experience

A full trade show experience designed to turn Husky’s innovation, sustainability, product systems and service model into a connected booth journey.

THE THINKING BEHIND THE EXPERIENCE
FIG. 01THE FINISHED EXPERIENCE / DRINKTEC
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THE DESIGN CHALLENGE

Complex content.
One clear journey.

THE CHALLENGE

Design a full suite of interactive booth experiences on a tight timeline — bringing together live hardware, kiosks, cinematic storytelling and immersive theater moments into one seamless journey. The content was dense: recycling policy, material science, machine performance, and service capability all had to feel premium and understandable in a noisy show-floor environment.

DESIGN CONSTRAINTS
  • Tight production timeline
  • Dense technical information
  • Live hardware, kiosks & larger displays
  • A noisy show-floor environment
The connected solution

We built one connected brand experience with several interactive stops — including the HyPET-6e demo, rPET Knowledge Center, Advantage+ Elite Monitoring Center, and the Tooling Transparent Experience — unified by a shared chapter structure, dual-screen interaction model, and reusable UI system.

Six goals for the experience
  1. 01Make Husky feel modern, premium and memorable
  2. 02Give visitors a clear path through the booth
  3. 03Turn technical information into engaging stories
  4. 04Let multiple conversations happen at once
  5. 05Connect the physical products to the digital experience
  6. 06Make sustainability and performance easier to understand
Project context

A full trade show experience designed to turn Husky’s innovation, sustainability, product systems and service model into a connected booth journey — not a collection of disconnected demos.

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Designing the Interaction

Story above.
Control below.

The upper display carried cinematic visuals and data. The lower touch surface handled navigation, selection, and controls.

Why this interaction model

A consistent dual-screen pattern kept complex content usable on the floor: the upper display carried cinematic visuals and data moments, while the lower touch surface handled navigation, selection, and controls. Flows for geographic zoom, product carousels, video chapters, side-by-side comparison, and factory planning all followed the same hierarchy — reducing learning cost as visitors moved between stops.

FIG. 02GLOBE ZONE COUNTRY / DUAL-SCREEN FLOW
FIG. 03SELECTED EARLY EXPERIENCE SKETCHES

Early Experience Sketches

Kiosk flow, chapter structure, tap interactions, and motion cues were explored together.

Explore the early thinking

We started by sketching the booth as a journey, not a deck. Early wireframes mapped kiosk flow, chapter structure, tap interactions, motion cues, and how each touchscreen stop could talk to the larger booth environment — so sales conversations and self-guided exploration could coexist.

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From Components to Visual Language

Chapter menus, data cards, gauges, media controls, and round CTAs established a consistent interface language across the booth.

ART DIRECTION

Dark surfaces. Precise framing.
High-contrast yellow and cyan.

FIG. 05THE REUSABLE UI COMPONENT SYSTEM
How the component system supported the experience

A reusable component library kept every chapter visually and interactively consistent: chapter menus, media players, data cards, gauges, round CTAs, carousels, countdown states, icons, and status indicators. Building the system first meant new content could ship faster without breaking the HUD language that made the experience feel cohesive across the booth.

Art direction rationale

The visual system borrowed from industrial command interfaces — dark surfaces, precise framing, hazard-stripe accents, and high-contrast yellow/cyan highlights — so sustainability and machine performance felt tangible, technical, and premium on a busy show floor.

THE LANGUAGE IN USE

One visual language.
Different chapters.

FIG. 06COMPLETED CHAPTER SCREENS / DISPLAY + TOUCH CONTROLS
Explore chapter storytelling

Chapter intros, lifecycle sequences, comparison layouts, and real-world results screens translated specialist content into scannable moments. Photography, motion, and data visualization were paired so visitors could grasp the story quickly, then go deeper when a conversation started.

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From interface
to interaction.

Place. Rotate. Select.

FIG. 07THE INTERACTION IN CONTEXT

Interaction design extended beyond glass. Tangible cues — place, rotate, select — linked physical product moments to on-screen storytelling, reinforcing Husky’s message of sustainability without compromise in a way visitors could feel as well as see.

A selected frame from the completed experience, bringing the project's strategy, interaction, and visual direction together.

FIG. 08THE COMPLETED EXPERIENCE ON THE FLOOR
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Outcomes & Design Takeaways

The experience succeeded because process and system design came before polish: a clear visitor path, a shared interaction model, and a componentized UI made complex industrial storytelling feel intuitive under show-floor pressure.

01 / THE VISITOR EXPERIENCE

What visitors could do

Explore global policy and adoption data, follow the life of rPET, compare material pathways, review best practices, and move between cinematic upper displays and hands-on controls without relearning the interface at every stop.

02 / THE SYSTEM

What the system unlocked

Sales teams could run parallel conversations. Content teams could extend chapters without redesigning the interface. And the brand presentation stayed consistent from LED canopy moments to kiosk-level detail — turning a dense product story into a memorable booth journey.

DESIGN TAKEAWAY

A clear visitor path. A shared interaction model. A reusable UI system.

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