Touch-and-Hold Interface for Ad Preview and Engagement

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Solution Overview

Problem

Existing link-based advertising systems fail to provide user choice, accurately collect interaction data, and are susceptible to bot traffic, leading to inflated ad analytics and limited legal compliance, while also not allowing for secondary engagement options and requiring excessive user commitment.

Innovation Solution

A touch-and-hold user interface system where a first interactive object expands into a content object upon user touch and hold, transforming into a secondary interactive object with a trigger for additional content upon release, allowing for enhanced user interaction and analytics collection while maintaining the original content visible.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a banner ad is clicked/touched to open a website or app, then user engagement with advertising content is achieved, but the user is taken away from their originally desired content and loses control over their navigation

Engineering Contradiction:
Improveuser control over navigationVSAvoiduser engagement with ad content
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The advertising interaction is segmented into distinct phases: a preview state where the ad is displayed within the original content context, and an engagement state where the user can choose to view full content. This segmentation allows users to maintain control over their navigation while still providing opportunities for ad engagement, resolving the contradiction between user control and engagement reliability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary action by displaying a preview of the advertising content within the original page context before the user commits to leaving. This preliminary presentation allows users to evaluate the ad content and make an informed decision about whether to engage, thereby maintaining user control while increasing the reliability of genuine engagement when users do choose to interact.

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If traditional banner ads are displayed, then advertising content is presented to users, but bot traffic can inflate ad analytics and accurate interaction data cannot be collected

Engineering Contradiction:
Improveaccuracy of ad analyticsVSAvoidsystem complexity for verification
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system implements feedback mechanisms that track user interaction patterns throughout the ad preview and engagement process. By monitoring the sequence and duration of interactions (preview display, user selection, full content viewing), the system accumulates behavioral data that can distinguish human users from bots, thereby improving measurement precision without requiring overly complex verification systems.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

Instead of implementing complex verification systems from the outset, the system uses partial action by collecting interaction data at each stage of the ad engagement process. This approach gathers sufficient behavioral information to identify bot traffic patterns while keeping the system complexity manageable, resolving the contradiction between measurement precision and device complexity.

Inventive Principle:
Principle #16Partial or excessive action

3Reliability

If users are required to commit to viewing full ad content, then advertising engagement is achieved, but users lose the ability to choose and may experience forced exposure

Engineering Contradiction:
Improvegenuine user engagementVSAvoiduser choice in content consumption
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system dynamically adapts the ad presentation based on user actions. Users can choose to view the ad in preview mode within the original page or engage with full content by selecting it. This dynamic structure maintains user choice and adaptability while ensuring that when users do engage with full content, it represents genuine interest, thereby resolving the contradiction between engagement reliability and user versatility.

Inventive Principle:
Principle #15Dynamics

4Productivity

If ads open new pages or applications, then advertising content delivery is achieved, but the original page becomes inactive and user context is lost

Engineering Contradiction:
Improvead content delivery efficiencyVSAvoiduser context and original content
Core Design Contradiction:
ProductivityVSLoss of information

Solution Approach 1:

The advertising content is nested within the original page context rather than replacing it. The ad preview is displayed as an embedded element within the user's current page, and when users engage with full content, they can return to the original context. This nesting approach maintains both ad delivery efficiency and user context, resolving the contradiction between productivity and information loss.

Inventive Principle:
Principle #7Nested doll (Nesting)

Data Source

PatentUS10769682B1Touch and hold system and method to activate and control mobile content
Publication Date: 2020.09.08 POI LLC
  • US10769682B1 patent drawing
  • US10769682B1 patent drawing
  • US10769682B1 patent drawing

AI summary

A user interface system, including a user device. The user device includes a processor, a display that interacts with the processor to display a user interface including a site content and a first interactive object. The processor is operative to expand the first interactive object and transform the first interactive object to a content object displayed on the display, when a user touches and holds the first interactive object for a predetermined period of time. The processor is also operative to terminate, contract, and transform the content object for the display to display a second interactive object, the second interactive object having a secondary content trigger, upon the user releasing the holding of the first interactive object after the predetermined period of time.