“Objectives of the research project ‘ second screen interaction with kiosk system ‘ the objective of the second screen interaction with kiosk system” is to future interaction procedures with kiosks, ATMs, in particular, to design and evaluate. The users with all of their needs, expectations, and behaviors are the focus of research. Together with the industry partners KEBA and PLOT the CURE researchers developed prototypes for interactive use of ATMs and mobile applications. These were examined in laboratory studies on user-relevant criteria, such as usability, user experience and acceptance. This the Smartphone of a user uses as so-called second screen, to enable interaction with the first screen, so the cash machines.
Specifically, this means that the user on the Smartphone can start the mobile application for the recovery of money. To know more about this subject visit educational psychology. The special thing about it is that here already the desired denomination of banknotes easily can be entered by means of wiping gesture. As soon as the user most ATM is, he combines his Smartphone via NFC-tag with an ATM and gets the desired cash paid out. The synergy of the two screens has a positive effect on the user experience of the user and facilitates the interaction with an ATM. If you would like to know more about educational psychology, then click here. A revolution of screen interaction is therefore always tangible”, Manfred Tscheligi, Managing Director of CURE. “Users may prefer the own Smartphone for money troubleshooting which show the results of the research project: compared to the traditional” touch screen ATM, users prefer to control the ATM with its own Smartphone. Reasons represent the intuitive use, ease of use and speed. The second-screen interaction for kiosk systems, makes it possible to hurdle some design traditional kiosk systems and provides also significant potential to thoroughly improve the user experience. The concern of the user for trust, security and privacy may be ignored in all this”, emphasizes Georgine Beranek, responsible for interaction design.