Johannes Harms

Learn More
Forms have been static, document-like user interfaces (UIs) for centuries. This work proposes to evolve the 'form' UI metaphor towards more interactivity. Related work has proposed interactive form elements such as autocompleting or otherwise assistive input fields. But a unified concept and scientific reflection on the topic are missing. Method-ologically,(More)
Gamification of online surveys has been shown to be effective for improving user experience and data quality. However, the precise effects of isolated game elements is unknown and survey gamification requires a lot of effort. This work proposes the use of just a single game element as a novel low-cost approach. It presents evaluation results from a case(More)
Mobile applications provide increasingly complex functionality through form-based user interfaces, which requires effective solutions for navigation on small-screen devices. This paper contributes a comparative usability evaluation of four navigation design patterns: Scrolling, Tabs, Menus, and Collapsible Fieldsets. These patterns were evaluated in a case(More)
Gamification has been employed to make online surveys more engaging to fill. Related work has evaluated the psychological and behavioral outcome of gamified surveys, but has been unclear about design methods and best practices. This work discusses foundations, relevant design dimensions (game elements, survey areas and the design process), and critical(More)
Online surveys are an important means of data collection in marketing and research, but conventional survey designs are often perceived as dull and unengaging, resulting in negative respondent behavior. Gamification has been proposed to make online surveys more pleasant to fill and, consequently, to improve the quality of survey results. This work applied(More)
Navigation in long forms commonly employs user interface design patterns such as scrolling, tabs, and wizard steps. Since these patterns hide contextual form fields outside the viewport or behind other tabs or pages, we propose to apply the focus+context principle from information visualization to form design. This work presents a design space analysis to(More)
This work describes the design of a smartphone-based game that aims to increase children's outdoor activity through location-based interactions. In the game, players have to physically go outside, find real trees, and interact with them using their smartphones in order to keep the game's character (a timber worm) alive. First evaluation results show that(More)
In recent years, a lot of research focused on using smartphones as input devices for distant screens, in many cases by means of native applications. At the same time, prior work often ignored the downsides of native applications for practical usage, such as the need for download and the required installation process. This hampers the spontaneous use of an(More)
  • 1