Conference Paper

Reflections on the long-term use of an experimental digital signage system

DOI: 10.1145/2030112.2030132 Conference: UbiComp 2011: Ubiquitous Computing, 13th International Conference, UbiComp 2011, Beijing, China, September 17-21, 2011, Proceedings
Source: DBLP


In this paper we reflect on our long-term experiences of developing, deploying and supporting an experimental digital signage system. Existing public display systems almost always feature a single point of control that is responsible for scheduling content for presentation on the network and provide sophisticated mechanisms for controlling play-out timing and relative ordering. Our experiences suggest that such complex feature-sets are unnecessary in many cases and may be counter productive in signage systems. We describe an alternative, simpler paradigm for encouraging widespread use of signage systems based on shared 'content channels' between content providers and display owners. Our system has been in continuous use for approximately 3 years. We reflect and draw lessons from how our user community has adopted and used the resulting public display network. We believe that these reflections will be of benefit to future developers of ubiquitous display networks.

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Available from: Christos Efstratiou, Jun 02, 2014
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    • "We also want to note that while a number of campus-based networked public display systems exist [10], [17], these installations have not had community building among students in their focus (nor how these installations fit within the ICT portfolio). "
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    ABSTRACT: In the age of online social networks, local communities still play an essential role in supporting social cohesion. In this paper we present a study that explores the design of "interacting places" -- networked public multimedia services that foster community awareness between local members -- in the context of a student community. In order to have interacting places "fit in" with the existing communication practices of the students, we performed and analyzed a set of semi-structured interviews with n=17 students regarding their use of email, social networking services, and instant messaging to stay in touch with others. A follow-up online survey (n=76) then explored how networked public multimedia services could complement these practices. Following a "communicative ecology" approach -- a conceptual model that represents the technical, social, and discursive contexts of communication -- we draw up guidelines to support the design of both content and channels (applications) for interacting places in student communities.
    Full-text · Conference Paper · Dec 2012
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    • "All these different ways of publishing content onto a display represent different communication channels that are being used today. Clinch et al. [7] used this notion of a 'channel' to allow content producers to organize and distribute their content. "
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    ABSTRACT: The proliferation of public displays, along with ubiquitous wireless communication and sensing technology, has made it possible to create a novel public communication medium: open networked pervasive displays would allow citizens to provide their own content, appropriate close-by displays, and increase their own awareness of a display's surroundings and its local communities. We envision that such displays can create interacting places, i. e., public spaces that promote community interaction and place awareness. In this paper we describe our Interacting Places Framework (IPF), a conceptual framework for designing applications in this novel research space that we developed based on four distinct public display studies. Our IPF focuses on 4 elements: 1) content providers, i. e., entities that will supply content; 2) content viewers, i. e., people who are addressed by the content; 3) communication channels that deliver the content and range from inclusive, i. e., open-for-everyone, to exclusive, i. e., closed-group channels; and 4) an awareness diffusion layer that describes how community awareness building happens both explicitly, i. e., through content tailored towards a specific audience, and implicitly, by observing output for other people.
    Preview · Article · Jan 2012
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    Preview · Article · Jan 2011
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