GravitySpot: Guiding Users in Front of Public Displays Using ......Beyer et al. detect the user’s...

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GravitySpot: Guiding Users in Front of Public Displays Using On-Screen Visual Cues Florian Alt 1 , Andreas Bulling 2 , Gino Gravanis 1 , Daniel Buschek 1 1 University of Munich (LMU) 2 Max Planck Institute for Informatics Media Informatics Group Perceptual User Interfaces Group firstname.lastname@ifi.lmu.de [email protected] Figure 1. GravitySpot guides users towards designated positions in front of a display. We modify UI properties, such as brightness or resolution of images, depending on the user position. Thus we make passersby anticipate the spot where they can optimally perceive the content. In a sample application deployed in the wild, a trivia game is initiated as a user approaches the display (left). The answer is then provided as image which we modify based on user position (here pixelation, middle). As users move towards the sweet spot, the effect gets smaller until they can optimally perceive the image (right). ABSTRACT Users tend to position themselves in front of interactive pub- lic displays in such a way as to best perceive its content. Cur- rently, this sweet spot is implicitly defined by display proper- ties, content, the input modality, as well as space constraints in front of the display. We present GravitySpot – an approach that makes sweet spots flexible by actively guiding users to ar- bitrary target positions in front of displays using visual cues. Such guidance is beneficial, for example, if a particular input technology only works at a specific distance or if users should be guided towards a non-crowded area of a large display. In two controlled lab studies (n=29) we evaluate different visual cues based on color, shape, and motion, as well as position- to-cue mapping functions. We show that both the visual cues and mapping functions allow for fine-grained control over po- sitioning speed and accuracy. Findings are complemented by observations from a 3-month real-world deployment. Author Keywords Public Displays; Interaction; Sweet Spot; Audience Behavior ACM Classification Keywords H.5.2 Information Interfaces and Presentation: User Interfaces—Input devices and strategies Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]. UIST ’15, November 08 – 11, 2015, Charlotte, NC, USA Copyright is held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-3779-3/15/11...$15.00 DOI: http://dx.doi.org/10.1145/2807442.2807490 INTRODUCTION Displays have become ubiquitous in public spaces, such as shopping malls or transit areas in airports and train stations. At the same time, researchers and practitioners aim to in- crease suer uptake by providing interactive and engaging ex- periences [1]. This trend is further supported by sensing tech- nologies (cameras, depth sensors, etc.) becoming available for easy and low cost integration with such displays. Sensing technology, however, has specific requirements regarding the optimal operating distance, thereby constraining the possible interaction space. For example, while touch sensors require the user to come in close proximity to the display, gestures- based interaction using Kinect allows users to position them- selves freely between 0.5 m–4.0 m in front of the display. Sta- tionary eye trackers require the user’s head to be inside the tracking box – about 30 cm×30 cm – at a distance of 70 cm in front of the screen [26]. Hence, interactive displays face the challenge of how to encourage users to position themselves in a target location within the interaction space. Similar challenges arise in situation where public displays are deployed opportunistically. Such deployments are often con- strained by the size and layout of the physical space surround- ing the intended target location [3]. This results in displays be- ing positioned in non-optimal spots where, for example, users cannot easily stop without blocking the way of other passers- by. This phenomenon has been coined the butt-brush effect [28]. In such cases, it would often be desirable to guide users towards less crowded areas, particularly in front of large dis- plays. As a solution to these challenges, deployments aim to either anticipate the default sweet spot, i.e. the area where

Transcript of GravitySpot: Guiding Users in Front of Public Displays Using ......Beyer et al. detect the user’s...

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GravitySpot: Guiding Users in Front of Public DisplaysUsing On-Screen Visual Cues

Florian Alt1, Andreas Bulling2, Gino Gravanis1, Daniel Buschek1

1University of Munich (LMU) 2Max Planck Institute for InformaticsMedia Informatics Group Perceptual User Interfaces Group

[email protected] [email protected]

Figure 1. GravitySpot guides users towards designated positions in front of a display. We modify UI properties, such as brightness or resolution of images,depending on the user position. Thus we make passersby anticipate the spot where they can optimally perceive the content. In a sample applicationdeployed in the wild, a trivia game is initiated as a user approaches the display (left). The answer is then provided as image which we modify based onuser position (here pixelation, middle). As users move towards the sweet spot, the effect gets smaller until they can optimally perceive the image (right).

ABSTRACTUsers tend to position themselves in front of interactive pub-lic displays in such a way as to best perceive its content. Cur-rently, this sweet spot is implicitly defined by display proper-ties, content, the input modality, as well as space constraintsin front of the display. We present GravitySpot – an approachthat makes sweet spots flexible by actively guiding users to ar-bitrary target positions in front of displays using visual cues.Such guidance is beneficial, for example, if a particular inputtechnology only works at a specific distance or if users shouldbe guided towards a non-crowded area of a large display. Intwo controlled lab studies (n=29) we evaluate different visualcues based on color, shape, and motion, as well as position-to-cue mapping functions. We show that both the visual cuesand mapping functions allow for fine-grained control over po-sitioning speed and accuracy. Findings are complemented byobservations from a 3-month real-world deployment.

Author KeywordsPublic Displays; Interaction; Sweet Spot; Audience Behavior

ACM Classification KeywordsH.5.2 Information Interfaces and Presentation: UserInterfaces—Input devices and strategies

Permission to make digital or hard copies of all or part of this work for personal orclassroom use is granted without fee provided that copies are not made or distributedfor profit or commercial advantage and that copies bear this notice and the full citationon the first page. Copyrights for components of this work owned by others than theauthor(s) must be honored. Abstracting with credit is permitted. To copy otherwise, orrepublish, to post on servers or to redistribute to lists, requires prior specific permissionand/or a fee. Request permissions from [email protected].

UIST ’15, November 08 – 11, 2015, Charlotte, NC, USACopyright is held by the owner/author(s). Publication rights licensed to ACM.ACM 978-1-4503-3779-3/15/11...$15.00DOI: http://dx.doi.org/10.1145/2807442.2807490

INTRODUCTIONDisplays have become ubiquitous in public spaces, such asshopping malls or transit areas in airports and train stations.At the same time, researchers and practitioners aim to in-crease suer uptake by providing interactive and engaging ex-periences [1]. This trend is further supported by sensing tech-nologies (cameras, depth sensors, etc.) becoming availablefor easy and low cost integration with such displays. Sensingtechnology, however, has specific requirements regarding theoptimal operating distance, thereby constraining the possibleinteraction space. For example, while touch sensors requirethe user to come in close proximity to the display, gestures-based interaction using Kinect allows users to position them-selves freely between 0.5 m–4.0 m in front of the display. Sta-tionary eye trackers require the user’s head to be inside thetracking box – about 30 cm×30 cm – at a distance of 70 cmin front of the screen [26]. Hence, interactive displays face thechallenge of how to encourage users to position themselves ina target location within the interaction space.

Similar challenges arise in situation where public displays aredeployed opportunistically. Such deployments are often con-strained by the size and layout of the physical space surround-ing the intended target location [3]. This results in displays be-ing positioned in non-optimal spots where, for example, userscannot easily stop without blocking the way of other passers-by. This phenomenon has been coined the butt-brush effect[28]. In such cases, it would often be desirable to guide userstowards less crowded areas, particularly in front of large dis-plays. As a solution to these challenges, deployments aim toeither anticipate the default sweet spot, i.e. the area where

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users are most likely to stop as they approach the display, orthey try to actively promote the optimal interaction area bymeans of explicit hints on the floor (footprints), next to thedisplay (text), or on the display itself (text or silhouette).

We present GravitySpot, a novel approach that modifies thevisual appearance of the display content based on user posi-tion. We leverage findings from human vision research thatshow that humans can very quickly process certain visualcues, such as color, motion, and shape. By showing the un-modified content only from a specific location in front of thedisplay, users are made to anticipate this so-called sweet spot.GravitySpot advances the state of the art in several ways.

1. It allows for changing the sweet spot in an adaptive anddynamic manner, for example based on the current numberand position of people in front of the display.

2. It does not require attention switches as cues are not de-coupled from the actual screen content, in contrast to, forexample, hints displayed on the floor or next to the screen.

3. It is more robust against occlusions, since by showing thecue on the screen, users can simply re-position themselvesto perceive the cue, compared to cases, where other usersare standing on a cue shown statically on the floor.

4. It neither requires space nor time-multiplexing betweencue and content nor any overlays (e.g., silhouette) since itintegrates smoothly with the actual content.

5. It requires minimal hardware. Any sensor that allows theuser position to be determined can be used (e.g., Kinect).

We compare different visual cues with regard to positioningaccuracy and speed and show how to improve them by adapt-ing the mapping between user position and visual cue. Weconduct two controlled lab studies (n=29). Results suggest atrade-off between accuracy and speed depending on the cue.In a second study we demonstrate that by altering the map-ping between user position and cue intensity, this trade-offcan be overcome and accuracy (up to +51%) and speed (upto +57%) be enhanced. This is valuable for designers, sinceit allows cues to be chosen based on the content shown onthe display (for example, readability of text can be preservedby choosing appropriate cues). The studies are complementedwith a real-world deployment. We show that also in a real-world situation, where users are unaware of how the cueswork, they can quickly and accurately position themselves.

Our contribution is threefold. First, we introduce the idea offlexible sweet spots and propose a set of visual cues to guideusers to arbitrary sweet spots in front of a display. Second,we present two controlled lab experiments to study the effi-ciency of the proposed cues and the impact of different map-ping functions. Third, we present an in-the-wild deployment,demonstrating how to integrate the approach with an interac-tive application. We found that the approach is easily under-standable to users with its efficiency being similar to the lab.

RELATED WORKOur work builds on previous studies on (1) interaction modelsto influence audience behavior, (2) applications where interac-tion depends on or is influenced by a particular user location,as well as (3) positioning cues for public display applications.

Audience BehaviorPrior work investigated how people behave in the displayvicinity and aimed to describe the process between the userbeing a passers-by until finally interacting. Spatial mod-els [24, 30] describes different zones that define the inter-actions offered and the information shown on the display.These model often noticeably draw from Hall’s theory ofproxemics [14]. The public interaction flow model studieshow groups socialize around public displays [9]. It identifiesthree activities – peripheral awareness, focal awareness, anddirect interaction – as well as thresholds to be overcome bythe user to proceed to the next phase. An extension of thismodel is the audience funnel, which attempts to model theprobability of users transitioning between different phases ofthe interaction process [18]. The model distinguishes betweena stage where users are simply passing by, followed by a stagewhere users are viewing and reacting. After this, subtle inter-actions (e.g. to find out how interaction works), direct interac-tion and eventually follow-up actions may occur.

All prior work has in common that it models important as-pects in the interaction process in a spatial or temporal man-ner. At the same time, it is implicitly assumes that users arenot only able to identify how interaction works but also to un-derstand where they need to position themselves. Our work isbased on the observation that attention is a crucial prerequi-site for user positioning. Only after users notice the display itmakes sense to focus on guidance. Our approach allows thestages defined in prior models to be refined by a positioningphase. This phase is not necessarily a part of the ultimate inter-action step only but may span across multiple phases or zones.For example, positioning cues can already guide users beforethey notice that the display is interactive. Most closely relatedto our work is research by Koppel et al. [25] who showedthat, by changing the display configuration, audience behav-ior could be altered, for example, how people approached, po-sitioned, and interacted with the displays. Our method createsa similar effect but without the need to reconfigure the display,which is not feasible on-the-fly.

Location-Aware Display DeploymentsA lot of display applications exist in which the interactiondepends on the user location. Beyer et al. detect the user’sposition in front of a cylindrical display to let users draw aflower pattern on the screen [5]. GazeHorizon enables usersto interact with the screen content based on gaze [35]. Spi-derEyes is a toolkit for designing proximity-aware collabora-tive display applications [13], using the Kinect to determinethe user’s distance to the screen and adapt the content visual-ization accordingly. The Clavier is a walkable piano projectedon a path [15]. A projection of the keyboard communicatesthe interaction area in which light sensors would detect usermovements and then trigger auditory output. The ProxemicPeddler is an advertising display that makes the content adaptor move as users change their position [33]. The aim is to raiseattention and foster (touch) interact with the content. Brudy etal. presented a system using the position of multiple users infront of a public display to increase privacy. One sample ap-plication they present is a spotlight that makes only areas ofthe screen visible that users obstruct with their body [10].

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Figure 2. Visual cues investigated in this work (shown on a test pattern for intelligibility only): Original test pattern (a); color cues: brightness (b),contrast (c), and saturation (d); shape cues: pixelation (e) and distortion (f).

Users can also benefit from positioning in the context of vi-sualizations on large wall displays. Ball et al. found increasedphysical navigation to improve user performance [4]. Furtherwork found that in perception estimation tasks, users shouldposition themselves at a certain distance and in a close-to-orthogonal angle to the display [7]. All aforementioned chal-lenges can be addressed by the presented approach.

The variety of these applications shows that guiding the userin front of public displays can be beneficial in many ways.Whereas from a technology perspective a sensor may be lim-ited to a narrow area in front of the display, users could alsobe guided towards less crowded areas in front of the displayso they don’t stand in the way of others or to increase privacy.We designed GravitySpot with these various application ar-eas in mind, considering that visual cues for guiding the usershould (1) not obscure the actual user interface, (2) be shownon the display itself in order not to be overlooked by users, (3)not require any attention switches, and (4) not be textual so asto minimize the cognitive load and be language-independent.

Positioning in Front of Public DisplaysBeyer et al. showed that people tend to position themselvesin a way so they can optimally perceive the content of a pla-nar display and there is evidence that this also holds for non-planar display types [5]. As a result of this, sensors are usuallyplaced so that they can best sense the user and their interac-tion. For example, the Kinect is usually placed below or abovethe screen [2, 19, 25, 29, 31] or cameras are placed above thedisplay to sense the location [5, 6]. Some works employ verywide displays where one sensor cannot easily cover the en-tire interaction area. In such cases, several sensors are usuallycombined [29]. Beyer et al. later showed that frames on a(cylindrical) screen lead to users positioning themselves cen-trally in front of these frames [6]. This seems to work alsoin a subtle way since many of the users later could not recallthe presence of frames. At the same time, this positioning cue(though it was not employed as such) only allows for a verycoarse-grained positioning and overlays the user interface.

Few previous work studied means to influence user positionin front of public displays. One recent work is GazeHorizon,an application that uses a webcam for gaze-based interactionwith public displays [35]. To position users the authors useddifferent cues, including floor labels, explicit on-screen dis-tance information, and a mirror video feed overlaid with aface outline. While floor labels were usually overlooked byusers, distance information worked better but required con-siderable time for correct positioning. In contrast, our workprovides a thorough investigation and comparison of differ-ent positioning cues. Our cues can be employed to a user in-terface without obstructing any information and that can beconstantly applied, leading to users staying in focus.

GUIDING USERS USING VISUAL CUESFindings in cognitive psychology suggest that the human vi-sual system can rapidly process a visual scene to extract lowlevel features, such as color, shape, orientation, or movement,without the need to cognitively focus on them [27]. We aimto leverage this ability by mapping a user’s current positionto visual cues shown on the display.

Psychological FoundationsOur work exploits effects of attentive and pre-attentive visualperception, as introduced by Neisser [20] and confirmed byTreisman [27]. Neisser describes the process of visual percep-tion as a two-step process. First, simple features of a sceneare perceived, such as separating textures or the distinctionbetween an object and its background (figure-ground percep-tion). This stage is pre-attentive and characterized throughparallel processing. It results in a set of features not yet as-sociated with specific objects [17]. Second, users associatefeatures to scenes, directing attention serially towards the dif-ferent scene objects.

There is no consent in research literature as to which fea-tures are perceived pre-attentively [11]. There is strong evi-dence that the list of tasks working pre-attentively presentedby Neisser is not conclusive. Hence, also the distinction be-tween pre-attentive and non pre-attentive features is ratherblurry. Research that aims to make this distinction includesthe work from Wolfe [34]. He presents a list of 28 features,separated into likely, possible, and unlikely candidates for pre-attentive perception. As Wolfe noted himself, for many casesthere is only little evidence since results stem from single pub-lications – so the list may have to be extended in the future.

We base our research on the work of Nothdurft on the roleof visual features during pre-attentive visual perception [21].Nothdurft classified pre-attentive features into three cate-gories: color, shape, and motion.

Selection of Visual CuesWe selected five visual cues according to Northdurft’s cate-gories (see Figure 2). According to Wolfe, all of these cuesare likely to be perceived pre-attentively.

ColorPublic displays often contain monochrome content, such astext. Hence, we opted for brightness and contrast as colorcues, since these have a smaller impact on readability. To alsoconsider features that affect the color information of multi-color content, we included saturation (see Figure 2b-d).

ShapeWe selected shape features that alter the form of content andcan be applied to content post-hoc. In particular we chose pix-elation and distortion. While pixelation simply decreases the

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resolution of the content, distortion applies a non-affine map-ping function (see Figure 2e-f). Both cues have a strong im-pact on readability. Based on the font size, content becomesonly readable near the sweet spot (10–20 cm).

MotionFinally, as a motion cue, we opted for jitter that moves contentwith a frequency of 5 Hz along the screen axes. Based on thedistance of the user from the sweet spot, the effect intensityis increased by adapting the motion amplitude.

BaselineWe compare these cues with two baselines from prior work.We opted for on-screen cues, since they were shown to workbest in public settings [35]. The first cue is a compass-like ar-row on the display that points to the direction in which usersshould move to reach the sweet spot. The arrow is slightlytilted in z-direction, indicating that “up” means moving for-ward. The second cue is a simple text telling users whetherthey should move ‘forward’, ‘backward’, ‘left’, or ‘right’.

ApparatusTo evaluate how well users could be guided using visual cueswe implemented the GravitySpot prototype. The C# prototypeconsists of (1) a tracking module that measures users’ 2D po-sition in realtime using Kinect and (2) a rendering modulethat allows any of the aforementioned visual cues to be ap-plied to the display content. The intensity of the cue dependson the current distance of the user to the target position. Weimplemented different mappings (Figure 3), where the mini-mum is defined by the target spot and the maximum by thelargest distance at which the user can still be sensed.

Sensor CalibrationWe use the Kinect skeleton data to calculate the user position(x- and z-coordinate) in the 2D space in front of the display.To cover as much space as possible, we support the use of mul-tiple Kinects – for example, with two Kinects a visual angleof up to 90◦ can be covered. We implemented a calibrationtool that allows position information obtained from multipleKinect sensors to be transformed into an x/z user position. Forcalibration we use triangulation based on 2 reference points.

To be able to change the sweet spot during runtime, our pro-totype allows a rectangular area to be defined within the fieldof view of the Kinect sensors. Arbitrary locations within thisarea can then be selected as sweet spots.

Mapping Between Position and CueDuring first tests, we noticed that the visual cues were subjectto a trade-off between speed and accuracy of guiding a user tothe sweet spot. To investigate this phenomenon in more detailwe decided to implement different position-to-cue mappingfunctions. The functions were designed in such a way as toimprove the visual cues so that the users find the sweet spotfaster and/or more precisely. We chose four mapping func-tions (Figure 3): Linear, SlowStart, QuickStart and SCurve.

Linear mapping function. The linear mapping function waschosen as a baseline. The Euclidean distance x of the user islinearly mapped to the intensity of the visual cue.

linear(x) = x

0.0 0.2 0.4 0.6 0.8 1.0

Distance to Sweet Spot

0.0

0.2

0.4

0.6

0.8

1.0

Stre

ngth

of V

isua

l Cue

LinearSCurveQuickStartSlowStart

Figure 3. Position-to-cue mapping functions: While we hypothesize slowstart to increase accuracy and quick start to increase speed, the S-curvewas employed as a trade-off. A linear mapping was used as a baseline.

Slow start mapping function. We use a root function forthe slow start mapping. At larger distances to the sweet spot,changes in user position cause only subtle visual changes.Changes become more obvious closer to the sweet spot. Thus,we expect that far away from the sweet spot, users need moretime to figure out the direction in which to move, but then hitthe sweet spot more precisely due to the increased change.

slowstart(x) =√1− (x− 1)2

Quick start mapping function. For the quick start mappingfunction, the most prominent changes to the visual cue hap-pen at great distance to the sweet spot. We expect this func-tion to guide the user early into the direction of the sweet spotand to improve task completion time. Since changes in posi-tion at smaller distances to the sweet spot only cause minorchanges in the visual cue, we expect the accuracy to be low.

quickstart(x) = −√

1− x2 + 1

S-shaped mapping function. The s-shaped mapping func-tion is a combination of the quick start and slow start mappingfunctions. We expect it to provide clearly visible changes atgreat distances and accurate feedback when the user drawsnear to the sweet spot. In the center span this function keeps asteady increase and does not fall flat. As a result, we avoid ar-eas where the user receives no feedback on position changes.We expect this function to provide a good combination ofspeed and accuracy, while outperforming the linear function.

scurve(x) =(2(x− 0.5))7 + 2(x− 0.5) + 2

4

ApproachTo evaluate GravitySpot we designed three studies. In the firstcontrolled laboratory study we compare the different cueswith regard to positioning time and accuracy. Furthermore,we collect user feedback with respect to how easy it is forthem to understand the different cues. The anticipated mea-sures required a controlled setting where lighting was keptconstant and where participants were able to approach the dis-play from constant distances and angles. The study followeda repeated measures design.

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In the second study we investigate the influence of the map-ping functions that determine how the user position is mappedto the cue shown on the display. We are particularly interestedwhether positioning speed and accuracy could be further in-creased by applying the mapping functions. We also investi-gate whether the accuracy of fast cues can be increased andvice versa. We believe this to be valuable for designers whowant to work with particular cues and show specific content.We selected two cues – brightness and pixelate – that usersconsidered to work best in the first study.

As prior work showed user behavior to often differ in the realworld as opposed to the lab [16, 19], we validated the ecologicvalidity of our findings through an in-the-wild deployment.

ApplicationsFor the lab studies we needed an application that requiredusers to position themselves precisely while timing measure-ments for a given task could be taken. For the in-the-wilddeployment we needed an application that was engaging andeasy-to-understand while at the same time requiring minimalinteraction techniques, since these are in general very difficultto communicate in a public setting [31].

Spot-the-DifferenceFor the lab study we implemented a Spot-the-Differencegame. In this game the screen shows computer-generated im-ages of two shelves that contain a number of items in differentcolors. The position and color of the items on each shelf canbe modified. The task of the user is to spot all items which dif-fer between the right and the left shelf. We do not allow any in-put, such as touching or pointing at the respective items. Thisis because measurements may be affected by the recognitionaccuracy of the system or users would be required to leave thesweet spot. Instead, users are asked to notify the experimenterverbally once they find the solution. The game was shown ona 78” projection screen with a resolution of 1600×1200 px.

Trivia GameFor the in-the-wild deployment we implemented a Triviagame (Figure 4) in which questions are shown on the display(55”, LCD, 1600×1200 px) as soon as users enter the inter-active area. Answers are shown in the form of still images towhich the system applies the corresponding visual cue. A sam-ple question could ask for the tallest building in the US andthen show an image of the new World Trade Center in NewYork. Answers are shown as soon as users do not alter theirposition any more, assuming that at this point they reachedthe (subjective) current best position. We use a time-basedthreshold to decide when to display the answer, i.e. users haveto stop for at least 1.5 s. Answers are shown for five secondsbefore the next question is displayed. For each question wemake sure that the new sweet spot has a minimum distance tothe old sweet spot, so that users need to alter their position.

LAB STUDY I: ACCURACY AND POSITIONING TIMEParticipantsIn total, 15 people (six female) participated in the study. Par-ticipants were students and employees with an average age of23 years (std.dev.=2.8). Two participants owned a Kinect andseven wore glasses or contact lenses.

Figure 4. Trivia Game: Answers to questions are provided in the formof images. Only as users approach the sweet spot they can see the un-modified image and hence the answer to the question. As users remainin the sweet spot for some time we also display a textual answer beforeswitching to the next question.

Stimulus and TaskAs stimulus we used the Spot-the-Difference game. We se-lected five objects for the shelf – a pen, a shirt, a compass, apile of books, and a briefcase. Five instances of each objectwere shown in different locations and colors (green, blue, red,yellow, purple). This way, we controlled for any potential ef-fects caused by the shape or color only. For example, if wehad only changed the position of two objects, the user wouldhave been likely to spot the difference already at low contrastor brightness, whereas with the addition of color we ensuredthat users went as close to the intended sweet spot as possible.

Participants had to detect three differences in two imagesshown on the screen. To eliminate any side effect from par-ticipants trying to figure out what caused the visual changes,we told them beforehand that the visualization changes basedon their position. We measured the duration between the userentering the Kinect’s field of view – triggering the displayof the stimulus – until participants notified the experimenterthat they found the first difference. Participants had to explaintheir solution for verification. Note that we deliberately de-cided not to make finding the sweet spot the primary task, i.e.telling the user to find the spot where the image is optimallydisplayed. This way we created a task closely resembling areal-word situation and we avoided that users had to learn the“optimal” visualization. Thus, we can assume high internaland external validity, in particular regarding user feedback.

Experimental Setup and ProcedureWe conducted the study in a room at our lab where we had setup the prototype consisting of two Microsoft Kinects and awall-sized projection (see Figure 5). We marked two startingpositions on the floor – one on the right side and one on theleft side of the display at a distance of 5 m.

Upon arrival in the lab, participants were informed about thepurpose of the study and asked to complete a questionnaireon demographics and experience with Kinect. We then pro-ceeded with a series of vision tests, including a Snellen test

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Figure 5. Setup for the lab study: participants started from two differ-ent starting points in alternating order. The sweet spot was randomlypositioned within the visual field of view of the cameras.

[23] to measure visual acuity, an Ishihira test [8] to detectany form of color blindness, and a Pelli-Robson test [22] toassess contrast sensitivity. Only participants who passed allthree tests were allowed to participate in the study.

We first asked participants to position themselves centrally infront of the screen and to play the game with no visual cueapplied. We measured the time they needed to spot the firstdifference and repeated this task 5 times. The measurementallowed us to later correct the task completion time by theaverage search time of the participants.

We then tested the five visual cues and the two baseline cues.Each cue was tested in blocks of five repetitions. The blockorder was counter-balanced and the sweet spot was randomlypositioned within the visual field of view of the cameras. Foreach repetition we changed the starting position (left or right)with the aim to cancel out any effect caused by ocular domi-nance [12]. After each block, participants were asked to fill ina brief questionnaire (5-Point Likert scale; 1=do not agree atall, 5=fully agree), assessing (1) how easy participants couldrecognize the relation between position and visualization, (2)whether changes in position where sufficiently accurate, and(3) whether changes in the visualization were easy to spot.

ResultsTask Completion TimesWe first analyzed mean task completion times per cue foreach participant (see Figure 6–left). Greenhouse-Geisser cor-rected ANOVA found a significant main effect of visual cue(F3.101,43.413=23.631, p<0.001).

We first compared our cues to the baselines: Bonferroni-corrected post-hoc tests revealed significantly shorter taskcompletion times for contrast and saturate than for arrow(both p<0.05). Moreover, task completion times for jitter(p<0.005), brightness, contrast, and saturate (all p<0.001)were significantly shorter than for text. These results suggestthat visual cues can significantly speed up guiding users to adefined sweet spot, compared to textual or symbolic cues.

Further differences were found between cues: distort and pix-elate were significantly slower than the rest (distort vs jit-ter: p<0.005, distort vs rest: p<0.001; pixelate vs others:

p<0.01). Distort was not significantly different from pixelate,and all other visual cues also showed no significant differ-ences between them. These results show the existence of two“groups” of visual cues with respect to task completion time:1) slower ones (distort, pixelate), and 2) faster ones (bright-ness, contrast, jitter, saturate).

Positioning AccuracyWe analyzed mean euclidean distances to the sweet spot percue for each participant (see Figure 6–right). Greenhouse-Geisser corrected ANOVA found a significant main effectof visual cue (F3.356,43.623=36.333, p<0.001). Bonferroni-corrected post-hoc tests revealed that the differences betweendistort and the baselines were not significant (arrow: p=0.194,text: p=0.226). In contrast, all other cues showed significantdifferences to both baselines (all p<0.01).

Furthermore, distort and pixelate were not significantly dif-ferent, but they were both significantly more accurate thanall other cues (brightness: p<0.05, all others: p<0.005).Brightness was significantly more accurate compared to jit-ter (p<0.05), but not compared to saturate (p=0.241) andcontrast (p=0.076). There were no significant differences be-tween saturate, contrast and jitter.

In conclusion, similar to task completion times, this analysisrevealed two main groups of visual cues, as can be also de-rived from users’ trajectories (Figure 7): 1) More accurateones (distort, pixelate), and 2) less accurate ones (saturate,contrast, jitter), with brightness as a compromise.

QuestionnaireIn the following we analyze the questions users had to answerwith regard to each cue during the study.

Correlation between position and visualization: There was asignificant difference (χ2(7)=24.289, p=0.001) depending onthe cue. Post-hoc tests revealed that jitter was ranked signif-icantly worse than arrow, text, and brightness (all p<0.05).Arrow received the best median rank (2), followed by bright-ness and text (both 3). Jitter was ranked worst (7).

Accuracy of visualization: We found no significant differ-ence depending on the cue (χ2(7)=10.378, p=0.168). Arrow,brightness, pixelate, and text were ranked with median 4. Dis-tort/saturate received 5, followed by contrast (6) and jitter (7).

Changes in visualization: We discovered a significant effectfor the cue (χ2(7)=30.000, p<0.001). Post-hoc tests revealedthat jitter was ranked significantly worse than arrow, text, andpixelate (all p<0.05). Arrow and text received the best me-dian rank (2), followed by pixelate (3), brightness (4), distort(5), contrast/saturate (6), and jitter (7).

Overall, jitter stands out: despite good performance withregard to task completion time it was perceived as less clearas the rest in all questions. From this we conclude thatdesigners need to be particularly careful when applying thiscue. Future work could further investigate this cue by (a)modifying the frequency of the movement and (b) applyingthis cue to particular objects rather than the entire screen.

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Figure 6. Average task completion time (left) and and accuracy (right). Our findings revealed two groups – slow but accurate cues (distort, pixelate),plotted in blue, and faster but less accurate cues (saturate, contrast, jitter), plotted in yellow. Brightness can be seen as a compromise between the two.‘No cue’ represents users’ average time to find the first difference.

Text Arrow Distort Pixelate

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Figure 7. User trajectories (yellow dots: end points of trajectory; blackdots: average of all end points per cue; yellow ellipse: covariance con-taining 95% of end points). The visualization shows which cues are more(baseline, pixelate, distort) and less accurate (contrast, saturate, jitter).

ConclusionOur results show that visual cues differ significantly regard-ing guiding speed and accuracy. We revealed that these two as-pects are opposed to each other, resulting in two groups: Slowbut accurate guidances (distort, pixelate); and faster, less ac-curate cues (saturate, contrast, jitter). Brightness can be seenas a compromise. In consequence, we regard these cues as aflexible foundation to fit the different needs of deployments.

Next, we present two studies to further evaluate 1) fine-tuningwith respect to guiding speed and accuracy, and 2) the cues’performances “in the wild”.

LAB STUDY II: MAPPING FUNCTIONSWe were interested whether accuracy and/or task completiontime could be further increased by using different mappingfunctions. This is potentially valuable information for a de-signer because it allows (1) a visual cue to be selected basedon the specific positioning accuracy and task completion timerequired by the application and (2) a cue that preserves read-ability to be chosen. We selected two cues based on user rat-ings from the first study. To this end, we compared the fourmapping functions for the pixelate and the brightness cue.

14 participants (six female) with an average age of 23.1 years(std.dev.=2.87) were recruited via mailing lists and Facebook.

Task, Setup and ProcedureAs for the first study, we again used the Spot-the-Differencegame to compare different mapping functions and we usedthe same setup depicted in Figure 5.

Participants had to complete the same pre-test and tasks andwere provided the same instructions as in the first lab study.Again, time was measured until participants spotted the firstdifference. We began the study with a block of five repetitionswere participants played the game with no visual cue applied.Then the eight conditions (2 cues×4 mapping functions) werepresented in blocks with five repetitions in counter-balancedorder. None of the subjects had participated in the first study.

ResultsTask Completion TimeWe analysed mean task completion times per cue and map-ping per participant. Greenhouse-Geisser corrected ANOVArevealed significant main effects for cue (F1,13=148.760,p<0.001), mapping (F2.247,29.208=23.896, p<0.001), andcue × mapping (F2.362,30.710=9.389, p<0.001). Bonferroni-corrected post-hoc tests showed that brightness led to signif-icantly faster task completion times than pixelate (p<0.001),matching the findings from the first lab study. Regarding map-pings, SCurve was not significantly different from linear, butall pairwise comparisons were significant (quick vs linear,slow vs linear, slow vs SCurve: p<0.05, all others: p<0.001).

The directions of the mappings’ influences matched our ex-pectations. QuickStart resulted in significantly shorter taskcompletion times than linear, while SlowStart resulted in sig-nificantly longer ones. Hence, guiding speed can be signifi-cantly influenced by choosing different mappings. The resultsalso suggest that speeding up adaptation has a larger influenceon slower cues (QuickStart: +51% with pixelate, +7% withbrightness), while slowing down is stronger for faster ones(SlowStart: -62% with brightness, -31% with pixelate).

Positioning AccuracyAs in the first lab study, we analyzed mean euclideandistances to the sweet spot per cue for each partici-pant. Greenhouse-Geisser corrected ANOVA revealed signif-icant main effects for cue (F1,13=369.280, p<0.001), map-ping (F1.672,21.370=108.359, p<0.001), and cue × mapping(F2.311,30.048=12.827, p<0.001). Bonferroni-corrected post-hoc tests revealed that brightness resulted in significantlylower accuracy than pixelate (p<0.001). This matches find-ings from the first lab lab. Comparing the mappings, we foundno significant difference between linear and SCurve, but sig-nificant differences for all other comparisons (all p<0.001).

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Figure 8. Average task completion time (left) and accuracy (right) in the second lab study. Note the two central cases in each figure, namely pixelatewith QuickSart vs brightness with SlowStart: While brightness is generally faster than pixelate, the QuickStart mapping function was able to speed uppixelate to completion times similar to the brightness cue. On the other hand, pixelate is generally more accurate than brightness, but the SlowStartmapping function was able to improve accuracies of brightness to a level close to that of pixelate. These results show that mapping functions can beused to influence the speed-accuracy tradeoffs of the different cues.

Again, the directions of the influences fit our expectations:QuickStart resulted in significantly larger distances to thesweet spot than linear, SlowStart in significantly shorter dis-tances. Thus, guiding accuracy can be significantly influencedby choosing different mapping functions. The results also sug-gest that speeding up adaptation has a larger influence on ac-curate cues (QuickStart: -232% accuracy with pixelate, -51%with brightness), while slowing down increases accuracy al-most equally well for both more accurate and less accuratecues (SlowStart: +52% with brightness, 57% with pixelate).

ConclusionDifferent mapping functions can be used to tweak desiredvisual cues towards either faster or more accurate guidance(Figure 8). In particular, faster adaptation leads to faster com-pletion, but also increases final distances to the sweet spot. Incontrast, slower adaptation guides users closer to the spot, butcomes at the price of higher task completion times. In conclu-sion, we regard these mapping functions as a flexible toolsetto tailor specific cues towards different needs for deployment.

REAL-WORLD DEPLOYMENTWe finally deployed the Trivia game in a public space toqualitatively and quantitatively assess the approach embed-ded with a playful public display application. In particular, weinvestigated how people behaved and how accurately users an-ticipated the sweet spot under non-controlled conditions.

Setup and ProcedureWe deployed the Trivia game over 60 working days in a Uni-versity building that hosts about 300 researchers from differ-ent disciplines (politics, sociology, communication science,computer science), a cafeteria, and several lecture theaters(see Figure 1). The display was deployed in the main foyerat a 90◦ angle to the normal walking direction of passers-by.

We used the most accurate cues (pixelate, distort, jitter)and selected SlowStart, QuickStart, and the SCurve (whichyielded similar results as linear) as mapping functions. As abaseline, we selected arrows due to language independencyand results similar to text. This resulted in ten experimen-tal conditions (3 cues × 3 mappings + baseline). Conditionswere randomly selected for each user. If users played subse-quent games, the same cue was used.

ResultsDuring the deployment 775 games were played in a total of234 sessions. Overall, the most games were completed withpixelate (343), followed by distort (243). The least gameswere completed with baseline (121) and jitter (68).

ObservationsTo understand how to best integrate the cues, we tried differ-ent initial screen layouts during the deployment. In particularwe compared showing the cue immediately as users enteredthe visual field of the camera to a screen that first explainedthe game to them. Showing the cue immediately led to morepeople interacting, since the motion caused by the movementseemed to attract the attention of passersby. We furthermorefound that the different cues attract a user’s attention to differ-ent extents. Cues that have stronger effects on the image (e.g.,pixelation) seem to work better than more subtle cues (e.g.,distort). This can be exploited by designers to attract more orless people to the display, for example based on the overallnumber of people in the vicinity or the application. Finally,cues seem to differ in attractiveness, reflected by how oftenpeople played in the different conditions. Pixelate had a quiteimmersive effect, leading to people playing on average morequestions before leaving than for jitter, distortion, or arrow.

In general, observed numbers indicate that users preferredplaying the game with the pixelate and distort cues. Mostgames (41) were completed for pixelate and SCurve mapping,and for distort and QuickStart (31). Over all mappings, Slow-Start led to fewer completed games (63) than QuickStart andSCurve (both 71). This suggests that slow initial adaptationsmay result in a less engaging / motivating gaming experience.Designers should thus base their decision for a particular map-ping both on the required accuracy and application purpose.

Quantitative FindingsWe focused on the accuracy of the different cues and mappingfunctions. We did not compare task completion times sincewe could not control for the time it took users to read andthink about the questions. To account for the different samplesizes for the cues / mappings (see above) we report the follow-ing analyses / ANOVAs based on estimated marginal means(weighted means) instead of unweighted means, using SPSS.

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Figure 9. Trade-off chart for designers: Each point denotes a combination of mapping and cue on the speed-accuracy plane (combined lab study results).Bottom left is better (i.e. faster and more accurate). Data is scaled relative to the brightness/linear setup, which proved to be a rather neutral trade-off(see Figure 6). Filled circles along the trade-off front mark setups that are Pareto optimal, in other words there is no other setup that is better in bothspeed and accuracy. Hence, these setups provide different practicable speed-accuracy trade-offs. In contrast, empty circles mark dominated setups,meaning that other choices are better in both speed and accuracy.

Regarding accuracy we found no significant effect of cue(F3,224=1.350, p>0.05). Averaged over all mappings, pixe-late was most accurate (mean dist. 0.21 m), followed by dis-tort, baseline (both 0.22 m), and jitter (0.25 m). We founda significant effect of mapping on distance (F3,224=6.011,p<0.01). Averaged over all cues, SCurve (0.19 m) was moreaccurate than SlowStart (0.23 m) and QuickStart (0.25 m).The difference between QuickStart and the others was signif-icant (Bonferroni-corrected post-hoc tests, p<0.05).

In summary, findings from our deployment confirm most re-sults from the lab. In particular, the mapping functions can in-deed enhance accuracy in the intended way. For example, ac-curacy in the deployment was on average 50% higher than inthe first lab study with the standard mapping (e.g., pixelate –lab: 0.33 m, deployment: 0.21 m; distort – lab: 0.31 m, deploy-ment: 0.22 m). Furthermore, differences in accuracy betweencues are comparable for the lab and in-the-wild. From thiswe conclude that our approach is in fact capable of enablinginteraction that requires accurate positioning of the user dueto narrow interaction spaces, for example, eye tracking whereusers need to position themselves in a 30 cm × 30 cm area.

LIMITATIONS AND FUTURE WORKFirst, we focused on single-user interaction. We configuredour system to recognize and react to the first person to arrive.In future work, multiple users could be supported, which isbeneficial for very large screens or screens employing multi-ple sensors and sweet spots. We believe the major challengeto be the relationship between cue and user. To make the rela-tionship understandable for users, future work could investi-gate proximity or kinaesthetic matching. The latter approachis particularly promising since recent work showed that userrepresentations on interactive public displays attract signifi-cantly more visual attention than other screen content [32].

Second, we only investigated playful applications. Yet theapproach is in theory easily applicable to other applications,such as information displays. Text content may require furtherinvestigation, since some cues impact on readability. Optimalperception may require high accuracy, hence reducing speed.

Third, we employed our approach to the entire user interface,thus making it very prominent. Hence, we cannot draw anyconclusion how well the approach works in situation where itis only applied to parts of the UI and where users may moreeasily oversee it. For example, an information display in an artgallery could provide textual information on an exhibit along-side with an image of the artist. Future work could investigatehow well applying the cue only to the image works.

IMPLICATIONS FOR DESIGNOur results show that designers can guide users with differentcues, and that they should consider mapping functions to tunethese cues with respect to speed and accuracy. Figure 9 sum-marises the resulting trade-offs, allowing designers to choosethe setup that suits their needs best. Apart from accuracy andspeed, cues should be considered regarding readability. Fortextual content, color cues seem more appropriate than shape-changing ones. In contrast, the latter seem to not only attractmore attention (usually desirable for any public display app)but also to be more entertaining and engaging for users, mak-ing these cues particularly suitable for playful applications.

CONCLUSIONWe presented GravitySpot – an approach to guide users infront of public displays using visual cues. The approach wasevaluated in both lab and field experiments. The results sug-gest that the approach can ease the deployment of arbitrarykinds of sensors that have particular requirements regardinginteraction distance but also allows the content and type ofapplication to be considered.

ACKNOWLEDGEMENTSWe thank Joseph Langdon, Max von Bulow, and BenjaminBisinger for their help with conducting the studies.

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