A handheld POS that fits in a server’s pocket.

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I keep my NDAs — even after leaving.

Out of respect for Peblla’s confidentiality, these case studies are shared privately rather than published. The password is on my resume, or email me and I’ll send it over.

Overview

Within three months of launch, 64% of checkouts moved from the counter to the tableside.

Mobile POS brings ordering, kitchen firing, and checkout to the tableside instead of the counter. It was built around one core question: how do you fit a desktop POS’s core flows onto a single phone screen — and let servers complete tableside work one‑handed, fast, and without errors?

Constraints: two months to launch the MVP, and seventeen desktop functions that could never all fit on a phone screen.

Key trade‑off: only the high‑frequency tableside flows move to the phone; the rest stays on the countertop POS.

Company
Peblla
Platform
Handheld Device
Year
2025
Team
Product Manager
Engineering
Role
Research
UI Design
Interaction Design
Design System

Problem

One order, three trips — ordering and checkout were chained to the counter, and a network outage took the whole restaurant down with it.

Approach

Move only the high-frequency tableside flows to the phone — made error-proof through interaction principles, one color language, and a component system.

Results

Within three months, 64% of checkouts left the counter — and stayed gone.

Process

The floor problem

One order, three trips.

It started with reliability. A countertop POS went down for a full day, and about $600K in payments couldn’t go through. The company’s priority became clear: get a handheld live, fast, so no restaurant ever depends on a single terminal again.

But the handheld also had to fix a problem that happened every day, not once. A server writes the order on paper at the table, walks to the counter to enter it, walks back to confirm. At peak hour those trips pile up: they slow the kitchen, limit table turnover, and cause mistakes. Mobile POS exists to fix both — bring ordering and checkout to the table, and keep running when the counter can’t.

Peblla Desktop POS home screen: date and clock beside seventeen function tiles; the cursor moves to Table Service The floor map of the Table Service mode: table cards on the left, the round table A-1 highlighted in blue The full ordering screen: order ticket, actions rail, and a menu grid hundreds of dishes deep
The Desktop POS this had to replace, walking its own click path: Table Service, then a table on the floor map, then the full ordering screen — seventeen functions on a counter-sized display. The challenge of the project: carry a product this dense onto a handheld, without dropping what a server actually reaches for

Who it’s for

Trained servers, operating by muscle memory.

Mobile POS is built for trained restaurant servers working under real pressure: standing, in a loud room, guests watching, device in one hand.

Their job at one table runs in a fixed order: seat, order, modifiers, coursing, send to the kitchen, serve, split and pay, close. Before Mobile POS, every one of those steps had to be keyed into the counter POS. Five of them — entering the order, its modifiers and coursing, sending it to the kitchen, and taking payment — come up while the guest is still waiting, so they pulled the server away from the table mid-service. That’s where the trips came from.

Because these are trained users, the design goal is not “understandable at first glance.” It’s operable by muscle memory, and error-free at peak hour. That allows higher information density than a consumer app, and demands far stricter consistency in return: the controls and primary actions stay in the same place, on every screen.

  1. 01Seat
  2. 02Order
  3. 03Modifiers
  4. 04Coursing
  5. 05Send to kitchen
  6. 06Serve
  7. 07Split & pay
  8. 08Close
A server’s job at one table, start to finish. Before Mobile POS, every step was keyed in at the counter — the filled dots are the steps that pulled a server away from the guest mid-service, and caused the trips.

Research

Watch real hands, audit every function.

The brief was “make it mobile.” The real question was which of the seventeen desktop functions belonged in a two-month MVP. Two kinds of research answered it.

  • Field observation — I watched servers work in real restaurants. The complaint that came up most was some version of “I’m away from my table.” I also watched how they hold the device: left hand holds, right thumb taps, standing the whole shift
  • Feature audit — I went through the desktop POS’s complete feature list, one function at a time, and mapped where each one actually happens: at the table, or at the counter

Put together, the answer was clear. Servers didn’t need a smaller POS. They needed fewer trips.

Feature prioritization

One question for every feature: does this happen at the table?

Ordering, checkout, order history, and member cards moved onto the phone, one tap away. Reservations, waitlist, staff management, and inventory stayed on the countertop POS, deliberately.

Some features were split down the middle. Table management is the clearest case: editing the floor plan is a manager’s task, done once, so it stayed on the desktop. Reading the floor — who sat down when, who’s running long, which table is empty — is a server’s task, every few minutes. That moved to the phone as a bird’s-eye view, color-coded by status.

The cost is a less complete first version. But Mobile POS was never meant to replace the terminal. It exists to perfect the part worth carrying — and the scope was agreed with the PM and engineering before a single screen was drawn.

CapabilityWhere it happensMobileDesktop
Moved to the phone
Tableside ordering, modifiers, coursingAt the table, every order✓✓
Send to kitchen & KDS statusAt the table, every order✓✓
Split check, tip, paymentAt the table, every check✓✓
Order historyAt the table, several times a shift✓✓
Plate scanning (conveyor-belt sushi)At the table, every check✓—
Split in half
Table management — read the floor, seat a partyAt the table, every few minutes✓✓
Table management — edit the floor planManager, once—✓
Members — redeem points at checkoutAt the table✓✓
Members — manage accountsBack office—✓
Stayed on the desktop
Reservations & waitlistAt the host stand—✓
Gift cardsAt the counter—✓
Quick service & online ordersAt the counter—✓
Staff management & shiftsManager, back office—✓
InventoryBack office—✓
Reports, cash log, cash drawerManager, once a day—✓
Third-party integrationsBack office, setup—✓
Admin, settings, printers, terminals, buzzerSetup, once—✓
Every desktop function, sorted by one question. The desktop keeps everything; the phone carries only what happens at the table — plus one thing the desktop never had, plate scanning.

Design principles

Rules that run through every screen.

You can’t shrink a desktop onto a phone: the targets get too small, and servers use it one-handed. So before any screen, I wrote the principles. Each one answers something seen in the field.

User insightDesign solution
One hand, standingMinimum thumb travel — drawers became modals so everything sits in reach
Peak-hour rushThe shortest possible path, no redundant steps
Typing in a hurryThe keyboard opens the moment input is needed, never a tap later
Muscle memoryControl positions and states stay consistent across screens, including a strict Confirm vs. Done distinction

With the rules set, migrating dozens of screens stopped being a debate. Each one became “apply the principle.”

Decision one

One screen, two audiences.

Mobile POS has a moment a countertop terminal never faces: at checkout, the device turns to face the guest. In one second the user changes — from a trained employee to someone who has never seen this screen, choosing a tip and signing while the server stands right there.

So the staff-facing side is optimized for density and speed, while the guest-facing tip and payment screens are deliberately minimal, with unmistakable amounts. If the guest hesitates, it’s awkward for everyone — those screens went through more review rounds than any other.

Decision two

Designing for interruption.

Office software assumes you finish what you start. A restaurant floor never lets you: mid-order, another table waves, the kitchen calls, a guest changes their mind. Every core flow therefore had to be safely interruptible and resumable — an unsent order holds everything entered, and the server picks up exactly where they left off instead of starting over.

Decision three

Color only where it matters.

The whole app is black, white, and gray. In a busy restaurant, color has to mean something, so it appears in exactly two places:

  • Table status — open, dining, and running-over tables each carry one status color. A server reads the entire floor in a glance, without reading table by table
  • Dish categories — in a grid hundreds of items deep, each category has its own color. Finding a dish turns from reading into scanning: lock the color zone first, confirm the name second

One more rule sits underneath: anything tappable is a solid block; plain text is information only. The number pad’s outlined keys became solid blocks for exactly this reason. Servers never have to guess what’s a button.

Decision four

Guardrails where mistakes cost money.

Everywhere else in the system, I removed steps. Two actions got one added. Voids and discounts cost the restaurant money, and a void can’t be undone — so both require a manager PIN.

It’s the one place that deliberately breaks the shortest-path rule. Fast everywhere, except where a mistake costs money.

Design system

Decisions locked into components.

The one real disagreement on the project was the foundation. I proposed Material Design 3: a shorter learning curve for servers, and faster design work. Engineering pushed back — restaurant tech is a deep vertical with custom workflows, and generic components wouldn’t fit.

Instead of debating, we ran a one-day A/B test with real servers, comparing task completion, speed, and confidence. Servers learned Material 3 faster. Engineering was right too: some restaurant patterns simply don’t exist in Material. So we kept Material’s structure and tokens, and built our own components only where restaurants needed them.

That became a componentized design system:

  • Component variants for buttons, inputs, modals, and list items — covering size, state, and use case
  • Semantic color tokens, so Light and Dark Mode share one component structure — no parallel design files to maintain
  • Interaction rules baked in — every new screen inherits the principles automatically

Screen design turned from “drawing page by page” into “assembling from components,” and design and engineering gained a single source of truth.

Solution

Following a server’s complete service journey.

01 Seating & Table Management

Table View mirrors the restaurant’s actual floor layout; List View locates orders fast. Once a table is assigned, every subsequent action belongs to that table — no orders end up on the wrong check.

02 Tableside Ordering & Modifiers

The moment the guest finishes speaking, the order is already in the kitchen — add-ons, allergies, and special requests captured on the spot.

03 Coursing & Delay Send

Guests want appetizers first and ramen after — but ramen comes out faster. Servers set a Delay Send on specific items, so the kitchen fires dishes on the guest’s rhythm, not the kitchen’s.

04 KDS Integration

Orders sent from the tableside appear instantly on kitchen screens, and preparation status flows back to the handheld — no more verbal relay or paper tickets.

05 Split Check & Flexible Payments

Splitting a check takes four quick steps: how many people (one to six, or any custom number); how each person pays (card, cash, digital wallet, gift card, or loyalty points); split by amount, by percentage, or by item; then the tip, where the device turns to the guest. One flow, no detours.

06 Plate Scanning Checkout

For conveyor-belt sushi, every plate carries a scannable identifier. A server points Mobile POS at a stack of plates, and the system instantly tallies the table’s consumption and completes checkout — replacing manual plate counting entirely.

07 Always dependable

Beyond the main journey: Order History organizes orders into Open / Authed / Closed tabs with edit, payment, refund, and reprint actions; Light / Dark Mode adapts to bright lunch windows and dim evening bars; and offline reliability keeps core ordering and checkout running through network instability — even a full POS outage — syncing automatically on recovery: the answer to the other half of the promise in the Problem.

Impact

Checkout left the counter — and stayed gone.

Before launch we chose one metric: the share of checkouts completed at the table instead of the counter — the trip we most wanted gone. Within three months, 64% of checkouts had moved to Mobile POS, and the number held. Plate scanning, meanwhile, turned conveyor-belt sushi checkout from counting by hand into scan-and-done.

That number proves adoption; it doesn’t prove checkout got faster. Time per order wasn’t tracked from day one, so checkout speed and error rate went onto the next roadmap as the first things to instrument.

Industry reference: handheld POS paired with well-designed workflows typically delivers 15–35% faster table turns — and interface design is the precondition for all of it. If a server fumbles at the table, guests will simply ask to pay at the counter.

64%

Checkouts moved to the tableside

Within three months of launch, measured against the countertop POS

0

Plates counted by hand

Conveyor-belt sushi checkout became scan-and-done

15–35%

Faster table turns — industry benchmark

Research range for well-designed handheld POS workflows

Edge case

The table of ten that research never showed.

The edge case that taught the most came after launch: large groups. A table of ten, everyone paying a different amount by a different method — some cash, some cards, someone with a gift card.

The split flow could handle it. But it was designed around how people split in research — evenly, by amount, or by percentage — and with ten people, servers lost track of who had paid and what was left.

Two additions came straight from watching real use: pay by item, so each guest pays for exactly what they ordered, and a payment summary showing what’s paid and what remains.

Reflection

Principles before pixels — and error-proof beats beautiful.

Moving a desktop system to a phone, the biggest trap is shrinking page by page instead of redesigning. With principles locked first, dozens of screen migrations became “apply the principle” rather than “argue it again.” And in a high-pressure environment, error-proof matters more than beautiful: changes that looked minor in design review decided whether a server could operate by muscle memory at peak hour.

The surprise was coursing. We had it down as a nice-to-have; it was one of the first things servers asked for, because the kitchen’s timing and the guest’s timing are never the same.

If I did this project again, I’d bring edge cases and guardrails into research and design from the start, instead of discovering them after launch. The table of ten and the manager PIN both came from the floor, and both could have been found earlier with more field observation in real restaurants. Readability in direct sunlight, mis-taps from greasy fingers — those only show up on the floor, not in a Figma review.

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