Second Screen Interaction is set to revolutionize the future of cash withdrawals
Together with its industrial partners KEBA and PLOT, the CURE research company has been working on revolutionizing the user experience involved in operating a cash dispenser. Banknote denominations can be selected by a simple swipe gesture. This is possible due to the AIR research project, which enables the use of one’s own smart phone for cash withdrawals. As a result, the overall experience for the user will attain a new dimension.
Together KEBA, CURE and PLOT have developed prototypes for the interactive use of cash dispensers and mobile applications. These models have been tested during laboratory studies with regard to user-relevant criteria such as usability, user experience and acceptance. The smart phone of the user is employed as a so-called second screen in order to enable interaction with the first screen, which belongs to the cash dispenser.
In concrete terms this means that users can start the mobile application for a cash withdrawal on their smart phones. The special aspect of this procedure is that the required denominations of the banknotes can already be entered simply and problem-free by means of a swipe gesture. As soon as users arrive at the cash dispenser, their smart phones connect to it by means of an NFC tag and they can then withdraw the required sum. According to Manfred Tscheligi, the CURE CEO: “The synergy of both screens has a positive effect on the user experience and facilitates interaction with the cash dispenser. This means that a tangible screen interaction revolution is moving ever-closer.”
Users prefer their own smart phones for cash withdrawals
The screen interaction of the future
In order to ensure that this type of screen interaction is future-proof, experience researchers have analyzed and evaluated a diversity of human-machine interaction methods. In future, generally valid guidelines should also apply to other kiosk systems and POS solutions. And naturally enough, have the constant aim of enhancing the usability (customer friendliness) and user experience of the respective application. A planned practical study will go into this topic in even greater depth.