Klaus Opwis

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32ranked-venue papers
0as first author
6since 2021 · last 2025
0000-0003-0509-8070ORCID · verified

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Human-computer interaction and ubiquitous computing · 28 · 6 since 2021Applied, interdisciplinary, general and emerging computing · 3Artificial intelligence and machine learning · 1
YearPublicationVenuePosition
2025 Development and Psychometric Validation of a Positively Worded German Version of the System Usability Scale (SUS)
abstract
Despite its popularity, knowledge of the System Usability Scale’s (SUS) psychometric quality in German is limited. This article developed a positively worded German SUS version and investigated two existing versions. In a preregistered first study (N = 250), positive alternatives for negative items were evaluated using item analyses, exploratory factor analyses, and language expert suggestions. The two existing versions were also compared. A preregistered second study (N = 877) involved participants interacting with 12 websites and completing the different SUS versions to validate the new positive-only and the original versions. Analyses included item analyses, confirmatory factor analyses, correlations with related scales, and error analyses. Findings indicated that the SUS-DE-Pos, a positive version based on Rummel, performed best. Researchers should use this version or Rummel’s version if negative items are needed. Overall, this work provides validated German SUS versions, with and without negative items, addressing a critical gap for German-speaking HCI researchers and practitioners.
Sebastian Andrea Caesar Perrig, Nick von Felten, Beat Vollenwyder, Klaus Opwis
Int. J. Hum. Comput. Interact.4
2024 Independent Validation of the Player Experience Inventory: Findings from a Large Set of Video Game Players
abstract
Measuring the subjective experience of digital game players is essential to player experience research. Recently, the Player Experience Inventory (PXI) was developed, which assesses both functional and psychosocial consequences of digital gameplay. We present a pre-registered independent online study with a large sample to provide additional evidence of psychometric quality for the PXI. Responses from 1518 participants were collected, rating a recent or memorable experience playing a digital game using the PXI and related measures. While our results from standard psychometric reliability and validity analyses generally favored the PXI, we also identified challenges with the immersion construct. Further, we find a ten-factor model, or alternatively, an 11-factor should enjoyment be measured, to fit our collected data best. In sum, the PXI is a valuable tool to measure a variety of constructs central to player experience.
Sebastian Andrea Caesar Perrig, Nicolas Scharowski, Florian Brühlmann, Nick von Felten, Klaus Opwis, Lena Fanya Aeschbach
CHI5
2024 Development and Validation of a Positive-Item Version of the Visual Aesthetics of Websites Inventory: The VisAWI-Pos
abstract
Despite its importance, few validated scales exist to measure aesthetics in HCI. One notable exception, the Visual Aesthetics of Websites Inventory (VisAWI), has never been validated in English. Furthermore, the VisAWI contains negatively formulated items, which adversely impact the psychometric quality of survey scales. Consequently, this paper’s aim was the development of a positive-item version of the VisAWI, the VisAWI-pos, as a viable alternative to the original scale. Positive alternatives for the negative items of the VisAWI scale were developed and evaluated in a first study (N = 41). Afterward, a pre-registered second study (N = 966) was conducted to validate the VisAWI-pos. In addition, the VisAWI’s English version was formally validated for the first time. Results showed that the English VisAWI has comparable psychometric qualities to validated versions in other languages. Furthermore, the VisAWI-pos provided matching results to the original VisAWI while exhibiting equal or improved psychometric quality.
Sebastian Andrea Caesar Perrig, Nick von Felten, Marimo Honda, Klaus Opwis, Florian Brühlmann
Int. J. Hum. Comput. Interact.4
2023 How compliance with web accessibility standards shapes the experiences of users with and without disabilities
abstract
Benefits for all user groups is one of the most prominent motivations to provide accessible information and services on the web. Designing digital technologies in a more inclusive manner for users with sensory, motor, or cognitive impairments enhances their overall quality. In practice, work on web accessibility often relies on complying with standards. But whether standards lead to improved usability and a satisfying user experience for all user groups is controversial. The present study aims at deepening our understanding of how compliance with web accessibility standards shapes the experiences of both users with and without disabilities. In a randomised controlled experiment, 66 participants with visual impairments and 65 participants without visual impairments solved tasks on an online shop built with either low (NA) or high (AA) conformance to web accessibility standards. The results show no statistically significant effects on outcomes related to usability and user experience. However, analysis of open-ended answers suggests that participants with visual impairments reported more positive experiences, and participants without visual impairments fewer negative experiences while using the online shop conformant to web accessibility standards. We therefore recommend adopting a more differentiated perspective on what can be achieved through compliance with web accessibility standards and emphasise that conformance-based approaches should be complemented with user-centred and participatory design methods. Further, since most participants reported being experienced users and an online shop is often a familiar context, more research in other settings is required.
Beat Vollenwyder, Serge Petralito, Glena Helen Iten, Florian Brühlmann, Klaus Opwis, Elisa D. Mekler
Int. J. Hum. Comput. Stud.5
2021 How WEIRD is CHI?
abstract
Computer technology is often designed in technology hubs in Western countries, invariably making it “WEIRD”, because it is based on the intuition, knowledge, and values of people who are Western, Educated, Industrialized, Rich, and Democratic. Developing technology that is universally useful and engaging requires knowledge about members of WEIRD and non-WEIRD societies alike. In other words, it requires us, the CHI community, to generate this knowledge by studying representative participant samples. To find out to what extent CHI participant samples are from Western societies, we analyzed papers published in the CHI proceedings between 2016-2020. Our findings show that 73% of CHI study findings are based on Western participant samples, representing less than 12% of the world’s population. Furthermore, we show that most participant samples at CHI tend to come from industrialized, rich, and democratic countries with generally highly educated populations. Encouragingly, recent years have seen a slight increase in non-Western samples and those that include several countries. We discuss suggestions for further broadening the international representation of CHI participant samples.
Sebastian Linxen, Christian Sturm 0001, Florian Brühlmann, Vincent Cassau, Klaus Opwis, Katharina Reinecke
CHI5
2021 Transparency in Measurement Reporting: A Systematic Literature Review of CHI PLAY
abstract
Measuring theoretical concepts, so-called constructs, is a central challenge of Player Experience research. Building on recent work in HCI and psychology, we conducted a systematic literature review to study the transparency of measurement reporting. We accessed the ACM Digital Library to analyze all 48 full papers published at CHI PLAY 2020, of those, 24 papers used self-report measurements and were included in the full review. We assessed specifically, whether researchers reported What, How and Why they measured. We found that researchers matched their measures to the construct under study and that administrative details, such as number of points on a Likert-type scale, were frequently reported. However, definitions of the constructs to be measured and justifications for selecting a particular scale were sparse. Lack of transparency in these areas threaten the validity of singular studies, but further compromise the building of theories and accumulation of research knowledge in meta-analytic work. This work is limited to only assessing the current transparency of measurement reporting at CHI PLAY 2020, however we argue this constitutes a fair foundation to assess potential pitfalls. To address these pitfalls, we propose a prescriptive model of a measurement selection process, which aids researchers to systematically define their constructs, specify operationalizations, and justify why these measures were chosen. Future research employing this model should contribute to more transparency in measurement reporting. The research was funded through internal resources. All materials are available on https://osf.io/4xz2v/.
Lena Fanya Aeschbach, Sebastian Andrea Caesar Perrig, Lorena Weder, Klaus Opwis, Florian Brühlmann
Proc. ACM Hum. Comput. Interact.4
2020 My Train Talks to Me: Participatory Design of a Mobile App for Travellers with Visual Impairments
abstract
Abstract Travellers with visual impairments may face substantial information gaps on their journeys by public transport. For instance, information displayed in trains, as well as on departure boards in train stations and on platforms, are often not available in acoustic or tactile form. Digital technologies, such as smartphones or smartwatches, can provide an alternative means of access. However, these alternatives do not guarantee that the user experience is comparable in value, quality and efficiency. The present case study details a participatory design process, where travellers with visual impairments co-designed a mobile app. The goal was to tackle information gaps on journeys by public transport and to learn how participatory design can facilitate the provision of comparable experiences for users with disabilities. Travellers with visual impairments were involved in a collaborative process in all project phases, including problem identification, technical feasibility, proof of concept, design and development. Participatory design contributed to a thorough understanding of the user perspective and allowed the app to be optimised for the needs of travellers with visual impairments. Furthermore, co-design proved to be an effective method for fostering awareness and knowledge about digital accessibility at all organisational levels.
Beat Vollenwyder, Esther Buchmüller, Christian Trachsel, Klaus Opwis, Florian Brühlmann
ICCHP (1)4
2020 How Web Professionals Perceive Web Accessibility in Practice: Active Roles, Process Phases and Key Disabilities
abstract
Abstract Providing usable web information and services to as many people as possible confronts web professionals with a challenging task. The present study delivers insights about how Web accessibility is perceived in practice. Using a survey, a total of 163 web professionals in various roles reported their evaluation of Web accessibility implementation in their projects with regard to three aspects: the professional roles primarily responsible for Web accessibility, key phases in the development process, and the types of disabilities primarily considered. Results show that non-technical professional roles are perceived to be less involved in the development process, that Web accessibility considerations are mainly restricted to the design and implementation phases of projects, and that efforts focus predominantly on the needs of people with visual impairments.
Beat Vollenwyder, Klaus Opwis, Florian Brühlmann
ICCHP (1)2
2018 "An Odd Kind of Pleasure": Differentiating Emotional Challenge in Digital Games
abstract
Recent work introduced the notion of emotional challenge as a means to afford more unique and diverse gaming experiences. However, players' experience of emotional challenge has received little empirical attention. It remains unclear whether players enjoy it and what exactly constitutes the challenge thereof. We surveyed 171 players about a challenging or an emotionally challenging experience, and analyzed their responses with regards to what made the experience challenging, their emotional response, and the relation to core player experience constructs. We found that emotional challenge manifested itself in different ways, by confronting players with difficult themes or decisions, as well as having them deal with intense emotions. In contrast to more'conventional' challenge, emotional challenge evoked a wider range of negative emotions and was appreciated significantly more by players. Our findings showcase the appeal of uncomfortable gaming experiences, and extend current conceptualizations of challenge in games.
Julia Ayumi Bopp, Klaus Opwis, Elisa D. Mekler
CHI2
2018 Measuring the "Why" of Interaction: Development and Validation of the User Motivation Inventory (UMI)
abstract
Motivation is a fundamental concept in understanding people's experiences and behavior. Yet, motivation to engage with an interactive system has received only limited attention in HCI. We report the development and validation of the User Motivation Inventory (UMI). The UMI is an 18-item multidimensional measure of motivation, rooted in self-determination theory (SDT). It is designed to measure intrinsic motivation, integrated, identified, introjected, and external regulation, as well as amotivation. Results of two studies (total N = 941) confirm the six-factor structure of the UMI with high reliability, as well as convergent and discriminant validity of each subscale. Relationships with core concepts such as need satisfaction, vitality, and usability were studied. Additionally, the UMI was found to detect differences in motivation for people who consider abandoning a technology compared to those who do not question their use. The central role of motivation in users' behavior and experience is discussed.
Florian Brühlmann, Beat Vollenwyder, Klaus Opwis, Elisa D. Mekler
CHI3
2018 Choosing to Help Monsters: A Mixed-Method Examination of Meaningful Choices in Narrative-Rich Games and Interactive Narratives
abstract
The potential of narrative-rich games to impact emotions, attitudes, and behavior brings with it exciting opportunities and implications within both entertainment and serious game contexts. However, effects are not always consistent, potentially due to game choices not always being perceived as meaningful by the players. To examine these perceptual variations, we used a mixed-method approach. A qualitative study first investigated meaningful game choices from the players' perspectives. Building on the themes developed in this first study, a quantitative study experimentally examined the effect of meaningful game choices on player experiences of appreciation, enjoyment, and narrative engagement. Results highlight the importance of moral, social, and consequential characteristics in creating meaningful game choices, which positively affected appreciation. Meaningfulness of game choices may therefore be crucial for narrative-rich games and interactive narratives to impact players.
Glena Helen Iten, Sharon T. Steinemann, Klaus Opwis
CHI3
2018 How to Use Plain and Easy-to-Read Language for a Positive User Experience on Websites
abstract
Abstract Plain Language and Easy-to-Read Language are two approaches to reduce language complexity, which are also applied in the context of Web Accessibility. While Easy-to-Read Language was specifically designed to meet the needs of people with cognitive and learning disabilities, benefits for users with a variety of abilities have been reported. However, studies have also found unintended side-effects on non-disabled users, such as reduced text liking and intention to revisit a website compared to variants in conventional language. The present study addresses this issue by testing two approaches combining conventional with Easy-to-Read Language against a Plain Language variant, as well as a control group in conventional language. In an online study, 308 non-disabled participants read three texts presented in one of the four language variants. Measurements of performance indicators as well as subjective responses show that Easy-to-Read language may be implemented without unintended side-effects.
Beat Vollenwyder, Andrea Schneider, Eva Krueger, Florian Brühlmann, Klaus Opwis, Elisa D. Mekler
ICCHP (1)5
2018 Aesthetics in Context - The Role of Aesthetics and Usage Mode for a Website's Success
abstract
A widespread belief attributes the first impression to be decisive for retaining users on websites. However, empirical investigation on this conjecture has been largely omitted. This paper examines the influence of positive and negative first impressions on subsequent website usage decisions in three different user tasks. In all tasks appealing or non-appealing website screenshots were displayed. In the first two tasks, websites were shortly presented, examining the willingness to view and the intention to stay on websites. In the third task, participants were able to browse naturally, scanning websites, deciding whether to use the website or not, and taking action eventually. Additionally, the N = 120 participants either were given or not given an explicit goal to solve in each task. Data was analysed with different statistical methods (ANOVA, McNemar and Survival Analysis). While the first impression’s significance was demonstrated in Tasks 1 and 2 for both goal mode and action mode, the usage mode was decisive for retaining users on websites in the most realistic user scenario in Task 3. Overall the effect sizes indicated that the significant differences were substantial, ranging from medium to large (Task 1: ηp2 = 0.35/0.66; Task 2: OR = 3.25/5.81; Task 3: OR = 2.11).
Glena Helen Iten, Antonin Troendle, Klaus Opwis
Interact. Comput.3
2017 A Good Reason to Die: How Avatar Death and High Challenges Enable Positive Experiences
abstract
Appropriate challenges and challenge-skill balance are usually key to positive player experiences. However, some games such as the successful series Dark Souls are notorious for their excessive difficulty. Yet, there has been little empirical investigation of why players enjoy games they constantly struggle and fail with. We surveyed 95 participants right after the release of Dark Souls III about their experiences with the game, employing both open questions and different player experience measures. Players generally enjoyed challenging play sessions and mostly reported positive experiences, with achievement and learning moments strongly contributing to positive experiences. However, these factors themselves were enabled by negative events such as difficulties and avatar death. Our findings showcase that negative events bear a potential for forming positive and meaningful experiences, thus expanding previous knowledge about the role of challenge and failing in games. Moreover, the significance of hard-earned achievements extends present design conventions.
Serge Petralito, Florian Brühlmann, Glena Helen Iten, Elisa D. Mekler, Klaus Opwis
CHI5
2017 Is It Still Where I Expect It? - Users' Current Expectations of Interface Elements on the Most Frequent Types of Websites
abstract
Knowing users’ expectations about what they expect on a website and where they expect to find it is crucial for the success of a website. For the last decade, technological advances have entailed major changes in website design but the impact of these changes on users’ mental representations of websites remains unclear. In an online study (N = 841), we asked users to sketch their prototypical version of an online shop, a news website and a company page, thereby indicating the interface elements they expect on the website and their expected location. We compared our results to those of a previous study to investigate changes in users’ mental representations of websites over time. This comparison suggests that interface elements such as the logo, main content and navigation area are still expected in the same location although others have shifted to the rich footer area at the bottom of the website. In addition, new elements such as links to social networks have been incorporated into users’ mental representations whereas other interface elements have disappeared. By providing updated consolidated blueprint models for all three website types, we help designers to create expectation-based websites. Further implications for research and practitioners are discussed.
Silvia Heinz, Sebastian Linxen, Alexandre N. Tuch, Lars Fraßeck, Klaus Opwis
Interact. Comput.5
2016 Negative Emotion, Positive Experience?: Emotionally Moving Moments in Digital Games
abstract
Emotions are key to the player experience (PX) and interest in the potential of games to provide unique emotional, sometimes uncomfortable experiences is growing. Yet there has been little empirical investigation of what game experiences players consider emotionally moving, their causes and effects, and whether players find these experiences rewarding at all. We analyzed 121 players' accounts of emotionally moving game experiences in terms of the feelings and thoughts they evoked, different PX constructs, as well as game-related and personal factors contributing to these. We found that most players enjoyed and appreciated experiencing negatively valenced emotions, such as sadness. Emotions were evoked by a variety of interactive and non-interactive game aspects, such as in-game loss, character attachment and (lack of) agency, but also personal memories, and were often accompanied by (self-)reflection. Our findings highlight the potential of games to provide emotionally rewarding and thought-provoking experiences, as well as outline opportunities for future research and design of such experiences. They also showcase that negative affect may contribute to enjoyment, thereby extending our notion of positive player experience.
Julia Ayumi Bopp, Elisa D. Mekler, Klaus Opwis
CHI3
2014 A systematic review of quantitative studies on the enjoyment of digital entertainment games
abstract
Enjoyment has been identified as a central component of the player experience (PX), but various, overlapping concepts within PX make it difficult to develop valid measures and a common understanding of game enjoyment. We conducted a systematic review of 87 quantitative studies, analyzing different operationalizations and measures of game enjoyment, its determinants, and how these were related to other components of PX, such as flow, presence and immersion. Results suggest that game enjoyment describes the positive cognitive and affective appraisal of the game experience, and may in part be associated with the support of player needs and values. Further, we outline that enjoyment is distinct from flow in that it may occur independently of challenge and cognitive involvement, and argue that enjoyment may be understood as the valence of the player experience. We conclude with a discussion of methodological challenges and point out opportunities for future research on game enjoyment.
Elisa D. Mekler, Julia Ayumi Bopp, Alexandre N. Tuch, Klaus Opwis
CHI4
2014 Designing usable web forms: empirical evaluation of web form improvement guidelines
abstract
This study reports a controlled eye tracking experiment (N = 65) that shows the combined effectiveness of 20 guidelines to improve interactive online forms when applied to forms found on real company websites. Results indicate that improved web forms lead to faster completion times, fewer form submission trials, and fewer eye movements. Data from subjective questionnaires and interviews further show increased user satisfaction. Overall, our findings highlight the importance for web designers to improve their web forms using UX guidelines.
Mirjam Seckler, Silvia Heinz, Javier A. Bargas-Avila, Klaus Opwis, Alexandre N. Tuch
CHI4
2013 Location matters, especially for non-salient features-An eye-tracking study on the effects of web object placement on different types of websites
Sandra P. Roth, Alexandre N. Tuch, Elisa D. Mekler, Javier A. Bargas-Avila, Klaus Opwis
Int. J. Hum. Comput. Stud.5
2013 Response to the Reviews on Bargas-Avila et al. (2009) 'Intranet Satisfaction Questionnaire: Development and Validation of a Questionnaire to Measure User Satisfaction with the Intranet'
abstract
This article contains the response to the reviews regarding the development and validation of the Intranet Satisfaction Questionnaire (ISQ), which measures user satisfaction with the Intranet. Where appropriate additional data analysis and interpretation is provided, the data show further evidence for the good validity, reliability and sensitivity of this tool. In addition, we provide a short preview of a follow-up publication and show that the ISQ can differentiate effectively between bad and good Intranets.
Sébastien Orsini, Klaus Opwis, Javier A. Bargas-Avila
Interact. Comput.2
2012 The role of visual complexity and prototypicality regarding first impression of websites: Working towards understanding aesthetic judgments
Alexandre N. Tuch, Eva E. Presslaber, Markus Karl Stöcklin, Klaus Opwis, Javier A. Bargas-Avila
Int. J. Hum. Comput. Stud.4
2012 User-friendly locations of error messages in web forms: Put them on the right side of the erroneous input field
abstract
There are many ways of placing error messages in web forms. A study of web conventions shows that the most common approach is to display error messages embedded in the form at the top of the entire form. Six frequent locations (right, left, above and below the erroneous input field, as well as on the top and at the bottom of the form) were tested in an online study with n = 303 participants. Results of efficiency, effectiveness and satisfaction show that the locations near the erroneous input field lead to a significantly better performance than the error messages on the top and at the bottom of the form; in addition error messages on the right side of the erroneous input field were subjectively evaluated as the most satisfying and intuitive by participants. The results indicate possible improvements for online shops, where error messages are currently mostly placed on the top of the form.
Mirjam Seckler, Alexandre N. Tuch, Klaus Opwis, Javier A. Bargas-Avila
Interact. Comput.3
2011 Enhancing online forms: Use format specifications for fields with format restrictions to help respondents
abstract
Field format restrictions are often used in online forms to impose certain formatting and content rules on users, such as minimum password length or date entry format. In this study, the question whether and how format restrictions for fields in online forms should be communicated to Internet users was explored. In an online study with n = 166 participants, four ways to communicate format restrictions were investigated: (1) no visual format restriction, (2) format examples, (3) format specifications, and (4) both format restrictions (examples and specifications). Results show that providing details of any format restriction to users in advance leads to significantly fewer errors and trials. The most efficient way to communicate field format restrictions to users is by stating the imposed rule (format specification). Providing an additional example neither helps nor constrains users.
Javier A. Bargas-Avila, Sébastien Orsini, Hannah Piosczyk, Dominic Urwyler, Klaus Opwis
Interact. Comput.5
2011 The organization of interaction design pattern languages alongside the design process
abstract
This work explores the possibility of taking the structural characteristics of approaches to interaction design as a basis for the organization of interaction design patterns. The Universal Model of the User Interface (Baxley, 2003) is seen as well suited to this; however, in order to cover the full range of interaction design patterns the model had to be extended slightly. Four existing collections of interaction design patterns have been selected for an analysis in which the patterns have been mapped onto the extended model. The conclusion from this analysis is that the use of the model supports the process of building a pattern language, because it is predictive and helps to complete the language. If several pattern writers were to adopt the model, a new level of synergy could be attained among these pattern efforts. A concluding vision would be that patterns could be transferred freely between pattern collections to make them as complete as possible.
Christian Hübscher, Stefan L. Pauwels, Sandra P. Roth, Javier A. Bargas-Avila, Klaus Opwis
Interact. Comput.5
2011 The Role of Visual Complexity in Affective Reactions to Webpages: Subjective, Eye Movement, and Cardiovascular Responses
abstract
In this study, we tested whether the visual complexity (VC) of webpages influences viewer's affective reactions. In a laboratory experiment, 48 students viewed 36 webpages varying in VC while subjective feelings, behavioral, and cardiovascular responses were recorded. Less complex webpages were associated with more positive affect, decreased eye movements (specifically in the first few seconds of viewing), a triphasic heart rate response, and increased finger pulse amplitude. Results suggest that affective responses to webpage viewing differ as a function of VC and that webpage displaying could be made adaptive to the user's emotions.
Alexandre N. Tuch, Sylvia D. Kreibig, Sandra P. Roth, Javier A. Bargas-Avila, Klaus Opwis, Frank H. Wilhelm
IEEE Trans. Affect. Comput.5
2010 Designing product listing pages - Effects on sales and users' cognitive workload
Peter Schmutz, Sandra P. Roth, Mirjam Seckler, Klaus Opwis
Int. J. Hum. Comput. Stud.4
2010 Mental models for web objects: Where do users expect to find the most frequent objects in online shops, news portals, and company web pages?
abstract
In interface development, it is crucial to reflect the users’ expectations and mental models. By meeting users’ expectations, errors can be prevented and the efficiency of the interaction can be enhanced. Applying these guidelines to website development reveals the need to know where users expect to find the most common web objects like the search field, home button or the navigation. In a preliminary online study with 136 participants, the most common web objects were identified for three web page types: online shops, news portals, and company web pages. These objects were used for the main study, which was conducted with 516 participants. In an online application, prototypical websites had to be constructed by the participants. Data analysis showed that Internet users have distinct mental models for different web page types (online shop, news portal, and company web page). Users generally agree about the locations of many, but not all, web objects. These mental models are robust to demographic factors like gender and web expertise. This knowledge could be used to improve the perception and usability of websites.
Sandra P. Roth, Peter Schmutz, Stefan L. Pauwels, Javier A. Bargas-Avila, Klaus Opwis
Interact. Comput.5
2009 Visual complexity of websites: Effects on users' experience, physiology, performance, and memory
Alexandre N. Tuch, Javier A. Bargas-Avila, Klaus Opwis, Frank H. Wilhelm
Int. J. Hum. Comput. Stud.3
2009 Error prevention in online forms: Use color instead of asterisks to mark required-fields
abstract
In this study, a simple but important user interface design choice is examined: when marking required-fields in online forms, should GUI designers stick with the often used asterisk that many form design guidelines cite as the de-facto web standard, or should they choose a colored background as a new design solution to visually signal which input fields are required? An experiment with 24 participants was conducted to test the hypotheses that efficiency, effectiveness and satisfaction ratings of colored required-fields exceed those of asterisk-marked required-fields. Results indicate that colored required field marking leads to fewer errors, faster form fill-in in and higher user satisfaction.
Stefan L. Pauwels, Christian Hübscher, Stefan Leuthold, Javier A. Bargas-Avila, Klaus Opwis
Interact. Comput.5
2008 Beyond web content accessibility guidelines: Design of enhanced text user interfaces for blind internet users
Stefan Leuthold, Javier A. Bargas-Avila, Klaus Opwis
Int. J. Hum. Comput. Stud.3
2007 Are Engineers Condemned to Design? A Survey on Software Engineering and UI Design in Switzerland
Ljiljana Vukelja, Lothar Müller, Klaus Opwis
INTERACT (2)3
2007 Usable error message presentation in the World Wide Web: Do not show errors right away
abstract
Online form validation can be performed in several ways. This article discusses two empirical studies with 77 and 90 participants, which have found evidence that the best way of presenting error messages is to provide the erroneous fields after users have completed the whole form. Immediate error feedback recommended by the International Organization for Standardization (ISO) showed the worst performance in these studies. Where presented with immediate feedback, users often simply ignored the messages on the screen and continued completing the form as if nothing happened. These results lead to the postulation of the “Modal Theory of Form Completion”: Users are in either “Completion” or “Revision Mode” when filling out online forms. These modes affect the users’ way of interaction with the system: During Completion Mode the users’ disposition to correct mistakes is reduced, therefore error messages are often ignored.
Javier A. Bargas-Avila, Glenn Oberholzer, Peter Schmutz, Marco de Vito, Klaus Opwis
Interact. Comput.5