Figure 1. The presence of an audience impacts the user's behavior in front of a public display. High audience cardinality, glances towards the user and close physical distance between the audience and the display, contribute to increasing user-display distance, decreasing interaction time and discouraging interaction in general.
Public displays have lately become ubiquitous thanks to the decreasing cost of such technology and public policies supporting the future development of smart cities. Depending on form factor, those displays might use touchless gestural interfaces that therefore are becoming more often the object of public and private research. In this paper, we focus on touchless interactions with situated public displays, and introduce a pilot study on comparing two interfaces: an interface based on the Microsoft Human Interface Guidelines (HIG), a de facto standard in the field, and a novel interface, designed by us. Differently from the HIG, our interface displays an avatar, which does not require an activation gesture to trigger actions. Our aim is to study how the two interfaces address the so-called interaction blindness -the inability of the users to recognize the interactive capabilities of those displays. According to our pilot study, although providing a different approach, both interfaces proven effective in the proposed scenario: a public display in a campus building's hall. CCS Concepts• Human-centered computing → Interaction design → Interaction design process and methods → User interface design.
Public displays, typically equipped with touchscreens, are used for interactions in public spaces, such as streets or fairs. Currently low-cost visual sensing technologies, such as Kinect-like devices and high quality cameras, allow to easily implement touchless interfaces. Nevertheless, the arising interactions have not yet been fully investigated for public displays in-the-wild (i.e. in appropriate social contexts where public displays are typically deployed). Different audiences, cultures and social settings strongly affect users and their interactions. Besides gestures for public displays must be guessable to be easy to use for a wide audience. Issues like these could be solved with user-centered design: gestures must be chosen by users in different social settings, and then selected to be resilient to cultural bias and provide a good level of guessability. Therefore the main challenge is to define touchless gestures in-the-wild by using novel UCD methods applied out of controlled environments, and evaluating their effectiveness
In recent years, touchless-enabling technologies have been more and more adopted for providing public displays with gestural interactivity. This has led to the need for novel visual interfaces aimed at solving issues such as communicating interactivity to users, as well as supporting immediate usability and "natural" interactions. In this paper, we focus our investigation on a visual interface based only on the use of in-air direct manipulations. Our study aims at evaluating whether and how the presence of an Avatar that replays user's movements may decrease the perceived cognitive workload during interactions. Moreover, we conducted a brief evaluation of the relationship between the presence of the Avatar and the use of one or two hands during the interactions. To this end, we compared two versions of the same interface, differing only for the presence/absence of the user's Avatar. Our results showed that the Avatar contributes to lower the perceived cognitive workload during the interactions.
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