Acceptance and Perceptions of Interactive Location-Tracking Displays Ville Mäkelä ville.maekelae@if.lmu.de LMU Munich Germany Juhani Linna juhani.linna@tuni.f Tampere University Finland Tuuli Keskinen tuuli.keskinen@tuni.f Tampere University Finland Jaakko Hakulinen jaakko.hakulinen@tuni.f Tampere University Finland Markku Turunen markku.turunen@tuni.f Tampere University Finland ABSTRACT Tracking the location of people and their mobile devices creates opportunities for new and exciting ways of interacting with public technology. For instance, users can transfer content from public displays to their mobile device without touching it, because location tracking allows automatic recognition of the target device. How- ever, many uncertainties remain regarding how users feel about interactive displays that track them and their mobile devices, and whether their experiences vary based on the setting. To close this research gap, we conducted a 24-participant user study. Our results suggest that users are largely willing ś even excited ś to adopt novel location-tracking systems. However, users expect control over when and where they are tracked, and want the system to be transparent about its ownership and data collection. Moreover, the deployment setting plays a much bigger role on people’s willingness to use interactive displays when location tracking is involved. CCS CONCEPTS · Human-centered computing Human computer interaction (HCI); Ubiquitous and mobile computing; · Security and privacy Social aspects of security and privacy. KEYWORDS public displays, location tracking, acceptance, perceptions, privacy, trust, location-based services, mobile devices, ubiquitous computing ACM Reference Format: Ville Mäkelä, Juhani Linna, Tuuli Keskinen, Jaakko Hakulinen, and Markku Turunen. 2019. Acceptance and Perceptions of Interactive Location-Tracking Displays. In Proceedings of the 8th ACM International Symposium on Pervasive Displays (PerDis ’19), June 12ś14, 2019, Palermo, Italy. ACM, New York, NY, USA, 7 pages. https://doi.org/10.1145/3321335.3324931 Also with Tampere University. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for proft or commercial advantage and that copies bear this notice and the full citation on the frst page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specifc permission and/or a fee. Request permissions from permissions@acm.org. PerDis ’19, June 12ś14, 2019, Palermo, Italy © 2019 Copyright held by the owner/author(s). Publication rights licensed to ACM. ACM ISBN 978-1-4503-6751-6/19/06. . . $15.00 https://doi.org/10.1145/3321335.3324931 Figure 1: The SimSense system. SimSense utilizes location tracking, of both the user and the user’s mobile device, to automatically pair mobile devices with their owners. Con- sequently, users can pull content from the display to their mobile device from a distance, without ever touching the mobile device. 1 INTRODUCTION Creative utilization of technology has enabled advanced interac- tions for public displays, particularly through the use of location tracking [23, 29, 34, 35]. A prime example of such is the SimSense system (Figure 1). SimSense 1 uses location tracking to automatically pair users with their mobile devices and utilizes mid-air gestures to allow content retrieval from a distance. Therefore, users never need to take out their mobile device from a bag or pocket and can interact with mid-air gestures without the need to walk up to the display. Such seamless interactions are efcient and provide a highly positive user experience [23, 24], and are important in shaping future ubiquitous environments to support blended and natural interactions [2, 30]. Despite these advances, prior research identifes many factors that hinder the wide adoption of ś and interaction with ś new technologies especially in public spaces. For example, we already know that users may choose to not interact with technology due to lack of attraction or motivation [21], fear of embarrassment [7], uncertainties regarding the interaction [26], or desire to avoid disclosure of the content they interact with [32]. However, novel 1 https://www.youtube.com/watch?v=RkpjCsNBu3U