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Improving Interactive TV Experience Using Second Screen Mobile Applications

TLDR
It is described how NSMobile, the authors' second screen application, can be used as a pervasive multimedia platform by integrating user experiences on both the second screen and primary screen.
Abstract
The past two decades have seen a shift in the multimedia consumption behaviours from that of collectivism and passivity, to individualism and activity. This paper introduces the architectural design, implementation and user evaluation of a second screen application, which is designed to supersede the traditional user control interface for primary screen interaction. We describe how NSMobile, our second screen application, can be used as a pervasive multimedia platform by integrating user experiences on both the second screen and primary screen. The quantitative and qualitative evaluation of user interactions with interactive TV content also contributes to the future design of second screen applications.

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Improving Interactive TV Experience Using Second Screen Mobile Applications
- -
Abstract—The past two decades have seen a shift in the
multimedia consumption behaviours from that of collectivism
and passivity, to individualism and activity. This paper in-
troduces the architectural design, implementation and user
evaluation of a second screen application, which is designed
to supersede the traditional user control interface for primary
screen interaction. We describe how NSMobile, our second
screen application, can be used as a pervasive multimedia
platform by integrating user experiences on both the second
screen and primary screen. The quantitative and qualitative
evaluation of user interactions with interactive TV content also
contributes to the future design of second screen applications.
I. INTRODUCTION
The past two decades have seen a shift in the multimedia
consumption behaviours of consumers from that of collec-
tivism and passivity, to individualism and activity, both in
the home and in mobility situations outside of the home.
Concurrently, there has been a secondary shift towards non-
linear (i.e., time-shifted) usage patterns as consumers move
away from the classical model of linear broadcast TV.
The rise of multi-platform media consumption does not
mark the demise of traditional television, however. Platform
choice has been shown to be both context and content
dependent. For example, televisions are preferred for watch-
ing high-quality, long duration, low urgency content, while
mobile devices are preferred for content that is of low-
quality, short durations, and a perceived high-urgency [4].
The characteristics of the platform itself also affect this
decision; predominantly that of form factor [3].
There is also a growing body of research indicating that
consumers are beginning to spend a significant amount of
time interacting with mobile devices and other technologies
whilst watching television, in what has been labelled me-
dia multitasking [10]. Although this synchronous viewing
behaviour reinforces perceptions of the television as a lean-
back medium, that requires low levels of cognitive loading
[13], it does not diminish the continuing active role played
by viewers. Media multitasking could be perceived as a
threat to the traditional television viewing model, but it also
presents opportunities to exploit how multiple screens could
support and further engage viewers.
Despite the growing number of second screen applica-
tions, little is known regarding the impact of mobile second
screen applications on interactive TV content as well as the
right balance between improved engagement and distraction
[6].
In this paper we outline the architectural design and
evaluation of a second screen (i.e., mobile phone or tablet-
based) application, which is designed to supersede the tradi-
tional remote control for primary screen (i.e., predominantly
television-based) interaction. We describe how our second
screen application, can be used as a pervasive multimedia
searching, scheduling, viewing, and socialising platform by
integrating user experiences on both the second screen and
primary screen. We also outline the design and results of lab-
based user evaluations providing both quantitative usability
analysis and subjective feedback of user experience.
II. BACKGROUND AND RELATED WORK
The features and performance of smartphones have been
revolutionised in recent years. These rich features make
smartphone an ideal candidate for an effective and truly
“universal” remote control that can fully unlock the potential
of the next generation of interactive digital TV systems.
The major advantages of having smartphone as the next
generation remote control include ubiquitous, connected
and always on, flexible, personal, and the integrated dis-
play. Research shows that many viewers already use online
television-related content to complement broadcast TV [10].
If a mobile device is aware of the viewing context it is in
a position to intelligently fetch and display relevant online
programme metadata or allow viewers to take part in social
discussions around the programme.
Meanwhile, the explosion in digital and mobile device
ownership has greatly changed the focus of social and
interactive TV to enhancing user experiences with tablets
and smartphones as second screen devices [5]. We have also
seen recent developments around semantic video applica-
tions that adapt existing single-screen applications to multi-
screen environments based on author or user choices [11]
and multi-screen orchestration that connects TV programs
with “social sense” using mobile devices [7]. An example
is the IllumiRoom project where Microsoft looked into
augmenting the area surrounding a television with projected
visualizations to enhance traditional gaming experience [8].
The BBC took a similar approach in its Surround Video, an
immersive video technology to be integrated in a domestic-
scale viewing environment [12]. Kusumoto et al. studied
the effects of complementary information and tweets on the
media experience indexed by a comprehensive self-report
questionnaire [9]. Centieiro et al. designed a second screen
betting application for realtime interaction during live sports

TV broadcasts as the means to improve user engagement
[2]. There have also been psychological studies on the
split of attention, cognitive load, perceived comfort, and
the maximum number of screens that could be watched at
the same time [14], [1]. In spite of the myriad of mobile
applications, most of the existing second screen designs
focus on incorporating third-party contextual information
as the adjunctive elements to the primary screen. There is
currently lack of empirical study how mobile device can
directly enable interactive TV and its impact to the overall
TV viewing experience.
III. NSMOBILE APPLICATION
A. NSMobile
NSMobile is an integrated second screen mobile appli-
cation designed to work in conjunction with internet-based
IPTV set-top box (STB) or Smart TV (Figure 1). NSMobile
provides the following functionality:
A replacement remote control for the STB.
An electronic programme guide (EPG) in carousel,
grid or list format showing TV and radio schedule
for content retrieval. This includes highlighting which
recorded items are available to playback immediately
(i.e. video-on-demand assets). Moreover, users can: add
content to their favourites list for repeat viewing; view
their playback history; view online meta-data relating
to a particular media item (e.g. a Wikipedia article);
follow a conversation about a particular media item on
Twitter; rate and comment on media items.
The ability to utilise roaming screen for multimedia
playback. Multiple NSMobile clients can control and
stay synchronized to a single STB, and it is easy for a
user to move between STBs, transferring their current
viewing context with them. The software supports local
media playback, allowing seamless session mobility
between STBs and NSMobile.
The support of subtitles, chapters, polls, quizzes, web
links, etc., relating to the primary screen content.
NSMobile acts as a wireless control point (client) with the
STB acting as the controlled device (server). Signalling is
maintained between NSMobile and STB as a means of coor-
dinating interaction (i.e., communicating control instructions
and synchronisation information), rather than as a means
of transporting media traffic. Once connected, NSMobile is
able to send commands (actions) to the STB to simulate
remote control key presses, request playback of a given
media resource, submit text for an on-screen dialog, etc.
NSMobile (one or more) subscribes to events published
by the STB, each of which contains all of the informa-
tion required to synchronise its local representation of the
STB’s state with the STB. NSMobile updates information
and metadata relating to the current media item (e.g., tile,
description), playback state (e.g., playing, paused), and the
Figure 1. NSMobile Architecture
current playback offset (i.e., bytes and time in seconds from
the start of the media). Events are sent to NSMobile clients
whenever the state changes and also periodically (every 10
seconds) to ensure their local representation of the STB’s
clock is synchronised. This is necessary as any skipped
frames, or buffering delays on the playback through the
primary screen can result in clock drift. The synchronized
media orchestration between NSMobile and its paired STBs
is implemented using the Lightweight Interactive Media
Object (LIMO) framework developed by the BBC. In the
LIMO framework, timed metadata can be used to build
interactive applications associated with the media content,
such as captioning, chapter navigation, comments, or quiz
games. It may also be used to attach arbitrary descriptive
metadata relating to periods of time within the content, such
as location or a list of characters or actors.
B. Content discovery
NSMobile provides a virtual remote control, which is
rendered as a touch-screen facsimile of the physical remote
control (Figure 2). This enables interaction through the STB
interfaces on the primary screen. Furthermore, whenever
the TV interface requires text input (e.g. for search), the
mobile device’s touchscreen keyboard can be used to input
text rather than the virtual remote control. This process is
fully synchronised across the primary and secondary screens.
NSMobile also provides a number of supplementary mech-
anisms for facilitating local content discovery, including
EPGs, search, play history, and favourite (Figure 2).
NSMobile is capable of parsing and rendering Atom feeds
containing EPG data. These Atom feeds are automatically
generated (and stored as MPEG-7) for both live and video-
on-demand content within an IPTV experimentation infras-
tructure, and delivered to the second screen application.
Although there is existing literature outlining the imple-
mentation of EPG functionality into second screen appli-

(a) Virtual RC (b) Content discovery
Figure 2. Virtual remote control and content discovery
cations (e.g., [13]), there has been minimal research into
which interface designs are suited for content discovery on
handheld devices. NSMobile implements three manifesta-
tions of user interfaces: Grid, Carousel, and List (Figure 3).
The usability and user preference of these interfaces will be
addressed in the user evaluation section.
Figure 3. Content Discovery Interfaces: Grid, Carousel, List
Beneath each of these interfaces is the programme and
detailed metadata levels presented as a list-based interface
of VoD assets, with the option of playing live television.
1) Subtitles: Subtitles can be ported by utilising a set of
JSON files with time-encoded values measured in time with
the audio in the video stream being displayed on the primary
screen. For subtitles in NSMobile (Figure 4), the process of
periodic state updates from STB is used to maintain correct
timing (e.g., for automatic re-synchronisation after seeking).
Traditionally the subtitles would overlay the video stream.
We are used to the convention of having subtitles appear
at the bottom on primary screen, as it allows for rapid
reading. Moving this to a second screen may have the effect
of viewers paying more attention to the second screen and
neglecting the primary screen in favour of understanding the
speech. The ability to connect and pull speech data could
be useful in situations where audio is unavailable, disrupted
or cancelled out from background noise. Furthermore, this
would allow subtitle information to be displayed in an array
of different languages, based on user preferences.
2) Chapters: Chapters provide a shortcut to skip to pre-
defined sections of a TV program. The data is defined
in JSON encoded files, with a start and end time, which
can be loaded into the second screen engine (Figure 4).
This provides the viewer with a fluid interface for skipping
through content, rather than having to manually seek through
of content. A short preview of the chapter could be played,
(a) Subtitles (b) Chapters (c) Quiz
Figure 4. LIMO: Subtitles, Chapters, Quiz
or even a description could be displayed on screen, detailing
what happens within the chosen chapter. Descriptions are
valid within the JSON specification for the chapter feature,
providing users with more control over what they are skip-
ping to.
3) Quizzing: Quiz functionality within the NSMobile ap-
plication shares similar underlying principles as the subtitles
function. A manifest file has a start and stop time defined to
set a period of time in which a question is valid. When
this time period is reached, NSMobile triggers a pause
of the playback on primary screen. The question is then
presented on both the primary and secondary screens. A
viewer can then select an answer on the second screen,
which is logged by the engine, and then the playback on
the primary screen is resumed. After the question times out,
a viewer is presented with a message on the second screen,
stating the answer is either correct or incorrect. At the end of
the multimedia stream the answers are totalled and a viewer
is given an overview of their score. One potential use case
for this functionality is with educational programs. If the
program had a section in which a question is asked and the
viewer given a list of answers, a student can practice with
a great learning experience, breaking away from the norm
of memorization directly from written material. The same
feature can also support audience participation and polling
of reality TV shows or song contests.
IV. USER EVALUATION AND DISCUSSION
A. Experiment Design
In order to systematically study the benefit of second
screen application in improving the user experience of
interactive TV content, we conducted a usability test. 12
participants were recruited who had no prior experience with
the NSMobile. Of these participants, 9 were male, and 3
female. The age of participants ranged from 25 to 45. The
usability test lasted one hour in three sections.
The first section of the test consisted of two quantitative
evaluations of the time taken to complete content discovery
tasks. The first task involved navigating through a series
of menus to the EPG of popular video-on-demand assets.
Participants were then asked to play a particular item on
this list, and skip 4 minutes into the content. Participants

performed this task with the traditional remote control, the
second screen’s virtual remote control, and the second screen
EPG. The second task involved using the search mechanism
to find and play a particular piece of content. Participants
performed this task with the traditional remote control, and
the second screen. Each test was repeated three times. The
order of operation for each task was cycled, in order to
mitigate the impact of the learning effect on our results.
The second section consisted of a demonstration of various
NSMobile features (e.g., roaming screens), and a qualitative
interview. The final section was a questionnaire about remote
controller preference for particular tasks, their usability, and
the desirability of particular second screen features.
The testing environment was designed to facilitate the
collection of an array of different metrics (e.g., timing of
tasks, calculation of error rates). This involved two overhead
cameras, one of which directly looked down over the par-
ticipant to collect behavioural data. The STB was connected
to a HDMI splitter. One output was sent to the TV, and the
other to a PC. This PC captured the output, along with that
of the overhead cameras.
B. Results and Discussions
For the evaluation of the first section of the usability test,
each of the participant’s three attempts with each of the
three operating devices was timed. Figure 5(a), 5(b), and
5(a) shows the box plots of the collected data across all
participants, along with the mean values for the third attempt
using each operating device (bottom right). In order to
compare the participants’ performance with each operating
device, we include a measure (baseline) of the performance
of an experienced user performing an identical task.
(a) Traditional RC (b) Virtual RC
(c) Second screen (d) Comparison
Figure 5. Comparing Operating Devices for Task 1
For the traditional and virtual remote controls, participants
perform on average, similar to an experienced user by
their second attempt. For the second screen, this gap is
larger, but it remains a nominal difference. For all operating
devices there are outliers in the first attempt, which can
be attributed to certain participants having difficulties in
initially understanding the mode of operating each device.
The four outliers for the first attempts were spread across
three participants. It is observed that by the third attempt
for both the traditional remote control (M : 21.4, SD : 4.1)
and virtual remote control (M : 21.8, SD : 11.3), the
difference in mean completion time is small, but there is
greater variation in the samples.
Both the virtual and traditional remote controls show sim-
ilar interquartile ranges, and ranges of high-end completion
times, however, the difference lies at the lower end. As
indicated by the median and short lower tail of the traditional
remote control’s box plot, this operating device appears
to hit a hard lower limit for completion times, but with
some consistency in the frequency that participants could
do so. In contrast, some participants are able to complete
the same task using the virtual remote control at higher
speeds. We attribute this to the speed with which discrete
button presses can be triggered using the touch screen’s
multitap mechanism, compared to the delay involved in
pressing and releasing a physical button and the infrared
processing that must occur. Task completion time with the
virtual remote control, however, was observed to be inhibited
by an increased error rate. After an initial introduction,
participants were able to use the traditional remote control
without looking down at the device when pressing buttons.
Despite the novelty of the device, this applied not only
to repeat presses, but when moving between keys. For the
virtual remote control there was a notably higher error rate
as participants tried to apply this mode of behavior, with
increasing frequency as they gained experience with the
device. Participant completion times were hampered by these
increasing errors, along with the additional delay from the
requirement of looking down and then back to the primary
screen after each press, in order to continually reinforce that
a correct action is made. NSMobile attempts to mitigate this
issue by triggering “clicking” sounds.
For the second screen, the third attempt (M : 18.2, SD :
3.6) yielded a lower mean and variability for content discov-
ery than that which was provided by the other operating de-
vices, which used the primary screen interface. Furthermore,
unlike the other operating devices that performed similar to
the baseline on the second attempt, the results suggest that
performance may continue to improve with increased use.
Unlike the first task, the second that involved text input
shows a significant difference in the performance of the
two devices across all attempts (Figure 6). For the third
attempt, completion times using the second screen (M :
18.04, SD : 5.68) remained significantly faster than the tra-
ditional remote control (M : 31.96, SD : 8.91), whilst also
showing less variability. This difference can be attributed to

(a) Traditional RC (b) Second screen
Figure 6. Comparing Operating Devices for Task 2
two factors. First, a difference in error rates. The mean error
rate across all participants and attempts with the traditional
remote control was 1.28, but only 0.11 with the second
screen. Second, the greater cognitive load required when
typing with the traditional remote control. When typing,
participants would often focus on the remote control and
key presses, rather than the actual characters appearing on
the primary screen. In order to mitigate errors resulting from
this behavior, participants would look between the primary
screen and remote control after each key press, a process
increasingly taxing when multiple presses (on the numeric
keypad) are required for a single character. In contrast, the
mobile device also allowed the search term to be displayed
locally, which expedited any validation process.
In order to evaluate the usability of the second screen
application compared to the traditional remote control, a
questionnaire was conducted. User ratings are on a scale of
0 to 100, with 100 marking the highest level of usability.
The traditional remote control produced a rating of 75.6
(SD : 12.06), whilst the second screen produced a rating
of 77.7 (SD : 11.35). Despite the second screen showing
an improvement, it is not considered to be statistically
significant (t = 1.1, df = 11, p < 0.294).
Various supplementary questions were asked to determine
device preference for particular tasks (Figure 7 and Table
I). The results for device preference for browsing TV
programs (Q1) were mixed, but the second screen is seen
as highly preferably when searching for video-on-demand
content (Q2). The second screen is preferable for fast for-
warding through VoD content (Q3), and checking program
information during viewing (Q4). Although the majority
of participants were neutral towards device preference for
checking social media information such as Twitter feeds
(Q5), no participants found the traditional remote control
to be preferable for this function.
A further series of question was asked to determine
functional desirability on the second screen application. The
majority of participants expressed an interest in using the
second screen to operate a TV, and to browse the TV guide.
More specifically, where this interest was expressed, it was
that the functionality be integrated into a mobile phone.
“If you’ve lost your remote, you can just give it a ring.
The participant preference for each of the EPG interfaces
is inconclusive with the list at 33.33%, the grid at 25%, and
Table I
USABILITY QUESTIONNAIRE
Which device do you,prefer for the following tasks?
Q1 Browse TV Programs
Q2 Searching video-on-demand content using the keypads.
Q3 Fast forwarding through content.
Q4 Checking program information whilst viewing the program.
Q5 Checking social media information (e.g., Twitter)
questions
Q5Q4Q3Q2Q1
percentage (%)
100
80
60
40
20
0
41.67
58.3358.33
83.33
33.33
58.33
16.67
25.00
8.33
33.33
0.00
25.00
16.67
8.33
33.33
Second Screen
Neutral
Traditional RC
Page 1
Figure 7. Device preference for designated tasks
the carousel at 41.67% (Figure 8(a)). Although the question-
naire was originally designed to determine EPG preference,
it was observed during the trials that preference constituted
different things for different tasks. For premeditated, tasks
(e.g., playing a video-on-demand asset) the participants
preferred the list and grid interfaces. Participants considered
the linear format of these interfaces to facilitate the content
discovery process, as they were not ”cluttered” with other
information (e.g., programme listings for other channels).
For unpremeditated content discovery the carousel was
considered most appealing due to the exploratory nature
of the experience. Over half of the participants considered
the ability to copy playback across display devices to be
desirable. However, the roaming screen variant of moving
playback between display devices was perceived to be more
preferable. Highlighted during the participant evaluations
was the opportunity of this functionality to supersede the
traditional model of time-sharing primary multimedia con-
sumption devices within the household.
“I like that idea a lot. If it’s my time for having the TV
for an hour, instead of it being a scheduled time ... you can
take yourself off to the kitchen and pick it up again.
Participants were asked to indicate whether they would
use the three second screen functions integrated into NS-
Mobile, the results of which are illustrated in Figure 8(b).
Chaptering was the most popular of these functions. One
participant stated that although they would primarily use this
function for “additional material” in conventional contexts
(e.g., with DVDs), they were keen to highlight how it could
be applied to traditional television.
“if you think about the [news] paper, I read the headlines,
and then I always turn to the back to read the sport, and
then start again at the beginning ... I don’t know whether I’d
change my mode, [and start] thinking of TV as modules.

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This paper introduces the architectural design, implementation and user evaluation of a second screen application, which is designed to supersede the traditional user control interface for primary screen interaction. The authors describe how NSMobile, their second screen application, can be used as a pervasive multimedia platform by integrating user experiences on both the second screen and primary screen. 

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1) Subtitles: Subtitles can be ported by utilising a set of JSON files with time-encoded values measured in time with the audio in the video stream being displayed on the primary screen. 

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Moving this to a second screen may have the effect of viewers paying more attention to the second screen and neglecting the primary screen in favour of understanding the speech. 

In order to systematically study the benefit of second screen application in improving the user experience of interactive TV content, the authors conducted a usability test. 

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For subtitles in NSMobile (Figure 4), the process of periodic state updates from STB is used to maintain correct timing (e.g., for automatic re-synchronisation after seeking). 

Multiple NSMobile clients can control and stay synchronized to a single STB, and it is easy for a user to move between STBs, transferring their current viewing context with them. 

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This provides the viewer with a fluid interface for skipping through content, rather than having to manually seek through of content.