The ability to react to users' intention to leave is valuable for researchers and practitioners alike: users can be presented additional content with the goal to maximize interaction times they can be offered a discount coupon for redemption in a nearby store hence enabling new business models or feedback can be collected from users right after they have finished interaction without interrupting their task. We present a system, predicting the point in time when users of a public display are about to leave. It is also shown that displayed information was efficiently delivered to many users by enabling multiple persons to interact with the display. As a result, the users who interacted with the display had a significantly higher correct answer rate for detailed questions about the displayed information than those who only watched a video on the display, which suggests that our interactive public display resulted in better content memorization. We interviewed the users who continued interacting with the system to reach or pass a certain phase, and evaluated users’ content memorization from the accuracy of displayed information that was unconsciously memorized.
We installed the system in a university campus and conducted a field study on passersby. We designed a system in which interaction would enhance users’ content memorization, and that allows multiple users to collaborate on interaction. In this study, we investigate users’ content memorization in interactive public displays that can be simultaneously used by multiple persons. Instead, interruptions should be implicitly supported by the application design.
However, manual pause modes are not well suited for games on public displays. We conclude that, as a typical characteristic of public display interaction, interruptions deserve consideration. Our study shows that interactions with public displays are considerably intermissive, and that users mostly interrupt interaction to socialize and mainly approach public displays in groups.
We evaluated them in a field study analyzing 704 users and found that our pausing techniques were eagerly explored, but rarely used with the intention to pause the game. To explore ways of supporting such behavior, we implemented a gesture controlled multiuser game with four pausing techniques. In previous public display installations we observed users frequently interrupting their interaction. We present a quantitative and qualitative analysis of interruptions of interaction with a public display game, and explore the use of a manual pause mode in this scenario.