In this paper we present the results of an experiment to increase the attraction of a public display. To do so, we added a gamification component to improve the frequency of interaction and did an in-the-wild evaluation of the changes by analyzing the automatically logged data in combination with conducting a survey of the staff. We compare interaction data gathered before and during the experiment, and highlight the differences in these two data sets and explain their significance in prospect to the experiment. First, we discuss whether we achieved our goal of increasing the attraction or not based on the interaction data. Second we evaluate the results of our survey in which we asked people that work near the public display and possibly interacted with it, to gather some more information. The combination of both information sources allows us to further answer a question regarding intrinsic and extrinsic motivational factors to interact with smart screens.