Title
Guidelines for Designing Dynamic Applications with Second Screen
Abstract
The concept of second screen became popular with the introduction of interactive TVs. In this context, while the user focuses on the TV screen, the exploration of additional content is possible through the use of a smartphone or tablet as a second screen. Lately, dynamic applications, e.g. video games, also started to use a second screen. Nintendo DS and Wii U are the game consoles that began to incorporate these ideas. Dynamic applications are based on real time action and interaction, and their implementation can be very complex specially because users have to change focus between the displays frequently. In this paper, we summarize the results found in a set of experimental studies we conducted to verify the usability of interaction techniques based on the use of a second auxiliary screen in dynamic applications. We developed a multiplayer game that employs one main screen shared by two players, each one also using a second (private) screen. From these studies, we elaborate a set of guidelines to help developers in the use of second screens. Although future case studies would improve these guidelines, our experiments show that they contribute with robust principles for developers who want to build multiscreen applications.
Year
DOI
Venue
2015
10.1109/SVR.2015.14
SIGGRAPH Video Review
Keywords
Field
DocType
second screen,interaction,guidelines
Full screen effect,Server,Usability,Second screen,Engineering,Multimedia,Multiplayer game
Conference
ISSN
Citations 
PageRank 
2377-746X
3
0.43
References 
Authors
14
5
Name
Order
Citations
PageRank
Bruno Pagno130.43
Diogo Costa230.43
Leandro Guedes330.43
Carla Maria Dal Sasso Freitas49816.98
Luciana Porcher Nedel512719.55