Bet without Looking: Studying Eyes-Free Interaction during Live Sports
This paper presents a comparison study of three different interaction methods for an eyes-free interaction with a second screen application while watching a TV broadcast. These interaction methods were used in WeBet, a touch-based mobile game that prompts users to bet if a goal is about to happen during a football match. WeBet is one of the prototypes we have been developing to increase the remote users’ emotional levels during live sports broadcasts, so that they feel like if they were scoring a goal with their team. However, that can only be achieved the second screen application does not require the users’ attention when a goal (key moment) is just about to happen, otherwise they would be frustrated to miss that exciting moment. To this end, we conducted user tests that allowed us to determine the usage patterns and users’ preferences regarding three different interaction methods, as well as to identify important refinements to be considered in future developments.
Unable to display preview. Download preview PDF.
- 1.Cialdini, R., Borden, R., Thome, A., Walker, M., Freeman, S., Sloan, L.: Basking in Reflected Glory: Three (Football) Field Studies. Journal of Personality and Social Psychology 34, 3 (1976)Google Scholar
- 2.Wann, D.L., Martin, J., Grieve, F.G., Gardner, L.: Social Connections at Sporting Events: Attendance and its Positive Relationship with State Social Psychological Well-being. North American Journal of Psychology 10, 2 (2008)Google Scholar
- 3.Socialnomics. TV Goes Social: The Rise of the Second Screen, http://bit.ly/1hW3FGT (accessed January 31, 2014)
- 5.Centieiro, P., Romão, T., Dias, E.A.: Enhancing Remote Live Sports Experiences through an Eyes-free Interaction. In: Proc. MobileHCI 2013, pp. 65–68. ACM Press (2013)Google Scholar
- 6.Nielsen. Americans Using TV and Internet Together 35% More Than A Year Ago, http://bit.ly/1n2qNV1 (accessed January 31, 2014)
- 7.Buchinger, S., Kriglstein, S., Hlavacs, H.: A Comprehensive View on User Studies: Survey and Open Issues for Mobile TV. In: Proc. EuroITV 2009, pp. 179–188. ACM Press (2009)Google Scholar
- 8.Sears, A., Lin, M., Jacko, J., Xiao, Y.: When Computers Fade: Pervasive Computing and Situationally Induced Impairments and Disabilities. In: Proc. HCI 2003, pp. 1298–1302. Elsevier Science (2003)Google Scholar
- 10.Li, K., Baudisch, P., Hinckley, K.: Blindsight: Eyes-Free Access to Mobile Phones. In: Proc. CHI 2008, pp. 1389–1398. ACM Press (2008)Google Scholar
- 11.Jain, M., Balakrishnan, R.: User Learning and Performance with Bezel Menus. In: Proc. CHI 2012, pp. 2221–2230. ACM Press (2012)Google Scholar
- 12.Bragdon, A., Nelson, E., Li, Y., Hinckley, K.: Experimental Analysis of Touch-Screen Gesture Designs in Mobile Environments. In: Proc. of CHI 2011, pp. 403–412. ACM Press (2011)Google Scholar
- 13.Fogg, B.J.: Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kaufmann, San Francisco (2003)Google Scholar
- 14.Hollywood Reporter. Fantasy Football’s $1 Billion-a-Year Business, 27 Million Players: It’s a Sickness, http://bit.ly/1lpeuqk (accessed January 31, 2014)