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Giant Sprite totem by the sea, with people gathered around the kiosk.
Fig. 01Sprite game kiosks

Kiosks, apps and phygital experiences

We design the experience, develop the app and build the kiosk in our own workshop. Then we deploy it on the ground and measure participation.

Try the playable demo

Formats

What we make

Formats that combine: one kiosk can run a game, capture contacts and hand over to the visitor’s phone.

  • Bespoke touch kiosks

    Structure, screen and wrap: the kiosk is drawn for your campaign and built in our workshop.

  • Games and contests

    Quiz, prize wheel, skill challenge: short mechanics built for passing traffic, with or without prizes.

  • Lead capture and consent

    Short forms and explicit consent, obtained before anything is collected.

  • Photo booth and sharing

    A photo in the campaign’s look, which visitors pick up by QR code or email.

  • Augmented reality

    The product, the mascot or the set steps into the picture, on the kiosk screen or on the phone.

  • Mobile experiences

    A QR code or an NFC tag opens a web app on the visitor’s phone, with nothing to install.

  • Participation dashboard

    Entries, contacts and prizes tracked during the operation, then gathered in the wrap-up report.

  • Another format?

    Tell us your idea: we will draw it with you.

    Describe my project

04.1 3D model

The kiosk, from plan to switch-on.

The dimensioned plan of a demo kiosk, then its structure, wrap and electronics, assembled and tested at the workshop, all the way to the switched-on screen: play right on the kiosk.

Demo kiosk · 600 × 400 × 1,900 mm

Reduced motion: the kiosk is shown as still images, and the playable demo stays available in 2D, just below.Your browser can’t display 3D: here is the kiosk as images, and the playable demo in 2D, just below.

  1. 01

    The plan

    Game mechanic, visitor journey, screens and kiosk plan, signed off with you.
  2. 02

    The structure

    Structure and base built in our workshop: the metal frame is welded, node by node.
  3. 03

    The wrap

    Panels cut on our CNC machines, then painted to the brand’s colour code.
  4. 04

    The electronics

    Structure, wrap and screen fitting in our workshop: the kiosk is assembled and tried out before it leaves.
  5. 05

    Switch-on

    The screen comes on: play right on the kiosk.
  6. 06

    On site

    Delivery, installation and on-site staff, at one venue or on tour. Entries feed the dashboard; the wrap-up report follows the operation.
0°

Rotate the kiosk Drag to turn around the kiosk.

Finger or mouse: drag the tool along the dotted path.

Let’s talk about your project
Skip the animation

Dimensioned elevation of the demo kiosk in patina lines: 1,900 mm high, 600 mm wide, 744 mm screen, 700 mm base.
A The dimensioned plan, 600 × 400 × 1,900 mm
In the workshop, the spray gun paints the kiosk’s wrap row by row, from raw MDF to an example shade (Graphite).
B The wrap, painted to the colour code
The kiosk, switched on, in a shopping-centre atrium at night: lit shop fronts, galleries, soft reflections on the floor.
C On site, at night, in an atrium

Machine the logo

How to play

  1. Finger or mouse: drag the tool along the dotted path.
  2. Keyboard: activate “Play” and focus moves to the kiosk screen; hold → to move forward and ← to move back. Slow down in the curves.

Silent demo: no data is collected.

Playable demo

Machine the logo

A MUSK’AD kiosk in demo form. Guide the tool along the four traces of our emblem before time runs out: accuracy and speed make the score.

Machine the logo

Guide the tool along the 4 traces. 30 seconds.

The playable demo needs JavaScript.

Your score

0points

Machined
Accuracy
Time

Demo complete. Your turn.

  • Branded wrap
  • Touch screen
  • NFC tag and QR code
  • Structure and base built in our workshop

How to play

  1. Finger or mouse: drag the tool along the dotted path.
  2. Keyboard: activate “Play” and focus moves to the kiosk screen; hold → to move forward and ← to move back. Slow down in the curves.

Silent demo: no data is collected.

On a real kiosk, the same mechanic carries your campaign: your visuals, your prizes, your lead capture.

Method

From idea to switch-on

  1. We draw it

    1. 01

      Design

      Game mechanic, visitor journey, screens and kiosk plan, signed off with you.

    2. 02

      Develop

      The app, its content and its admin interface, tested on the operation’s hardware.

  2. We build it

    1. 03

      Build

      Structure, wrap and screen fitting in our workshop: the kiosk is assembled and tried out before it leaves.

      The Workshop division
  3. We switch it on

    1. 04

      Deploy

      Delivery, installation and on-site staff, at one venue or on tour.

    2. 05

      Measure

      Entries feed the dashboard; the wrap-up report follows the operation.

In the field

Sprite

Sprite game kiosks

The “Katw9e3 beredha” campaign: touch-screen game kiosks and Sprite fridges, set up in a glazed hall, in a shopping mall and by the sea.

On screen, a prize wheel; alongside, a stocked fridge. In the mall, a circular stand run by two brand ambassadors. One version of the kiosk, in Sprite and Super Brahim colours, was photographed in the workshop before delivery.

View the case study
  1. A finished Sprite game kiosk photographed in the workshop before delivery.
    In the workshop
  2. Sprite touch-screen game kiosk and fridge in a glazed hall.
    In a hall

We draw it. We build it. We switch it on.

Let’s talk about your set-up

Tell us where, when and what the public should experience: we start from there to propose the mechanic, the app and the kiosk.

Emailcontact@muskad.ma