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Gender-Inclusive HCI Research and Design: A Conceptual Review

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... The demographics of the IT sector, especially of positions responsible for decisionmaking and the design of tools, reflect a workforce that is not diverse enough. This homogeneity, characterized by a preponderance of Global Northern, educated, middle-class, white, heterosexual, young to middle-aged men and the tendency in Software Design to design for "self-as-user" [29] leads to inherent biases in the industry. This results in a potential for blind spots and exclusionary user experiences when it is assumed that all users are like the designers themselves. ...
... The concept of inclusive design is spreading more extensively; in fact, it is becoming a general expectation to create useful and usable software for more people [29]. Yet, inclusive design is more than just a guiding principle for creating products for a broader user base; it is also a deliberate method for addressing the needs of consumers who could encounter exclusionary situations on a regular basis [24]. ...
... Individuals are predisposed to believe that everyone is in some way similar to them [15], which also reflects the challenges of reflecting diversity in design when choosing images to represent consumers and people in the IT business. Images, texts, forms, and personas must be aligned for a non-binary and nonstereotypical gender portrayal [21,29]. It is crucial to avoid normalizing stereotypical gender roles and make room for gender as a spectrum, rather than as a binary choice, in portrayal as much as in analysis. ...
Chapter
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The importance of inclusivity as a value in our social contexts is increasing; thus, it is not unusual that the software industry has started to embrace it. The need for such a consideration stems from the fact that the composition of the IT sector, especially of positions responsible for decision-making and the design of tools, reflects a workforce that is not diverse enough. This can result in blind spots in the design process, leading to exclusionary user experiences. Therefore, the idea of inclusive design is gaining more prevalence; in fact, it is becoming a general expectation to create software that is useful for and used by more people. With a focus on intersectionality - the understanding that social and digital difficulties result from a complex web of overlapping factors - inclusive user experience seeks to actively and consciously integrate minority, vulnerable, and understudied user groups in the design. UX that is based on inclusive design aims to overcome social disadvantages in all of their intersectional complexities arising from gender, sexual orientation, age, education, dis/ability, socioeconomic status, and race/ethnicity, among others. At the same time, it must be acknowledged that gender-inclusive design has challenges and limitations: the idea of gender inclusion in design is not yet a reality. Our research investigates academic literature, as well as tech industry practices, like the websites of Microsoft, Apple, Google, and Meta. We aim to understand how inclusive design is theorized and implemented nowadays. Our analysis shows that intersectionality suffers even when inclusivity is intended to be taken into consideration. We also offer guidelines for factors that might be explored for a more inclusive design. Our paper’s analysis leaves an opportunity for additional study; the complexity of identities and how disregarding them in software design can exacerbate inequality call for even more investigation and awareness.Keywordsgender inclusive designinclusive designintersectionalityuser experiencetechnologyhuman-computer interaction
... The demographics of the IT sector, especially of positions responsible for decisionmaking and the design of tools, reflect a workforce that is not diverse enough. This homogeneity, characterized by a preponderance of Global Northern, educated, middle-class, white, heterosexual, young to middle-aged men and the tendency in Software Design to design for "self-as-user" [29] leads to inherent biases in the industry. This results in a potential for blind spots and exclusionary user experiences when it is assumed that all users are like the designers themselves. ...
... The concept of inclusive design is spreading more extensively; in fact, it is becoming a general expectation to create useful and usable software for more people [29]. Yet, inclusive design is more than just a guiding principle for creating products for a broader user base; it is also a deliberate method for addressing the needs of consumers who could encounter exclusionary situations on a regular basis [24]. ...
... Individuals are predisposed to believe that everyone is in some way similar to them [15], which also reflects the challenges of reflecting diversity in design when choosing images to represent consumers and people in the IT business. Images, texts, forms, and personas must be aligned for a non-binary and nonstereotypical gender portrayal [21,29]. It is crucial to avoid normalizing stereotypical gender roles and make room for gender as a spectrum, rather than as a binary choice, in portrayal as much as in analysis. ...
Conference Paper
Full-text available
The importance of inclusivity as a value in our social contexts is increasing; thus, it is not unusual that the software industry has started to embrace it. The need for such a consideration stems from the fact that the composition of the IT sector, especially of positions responsible for decision-making and the design of tools, reflects a workforce that is not diverse enough. This can result in blind spots in the design process, leading to exclusionary user experiences. Therefore, the idea of inclusive design is gaining more prevalence; in fact, it is becoming a general expectation to create software that is useful for and used by more people. With a focus on intersectionality — the understanding that social and digital difficulties result from a complex web of overlapping factors — inclusive user experience seeks to actively and consciously integrate minority, vulnerable, and understudied user groups in the design. UX that is based on inclusive design aims to overcome social disadvantages in all of their intersectional complexities arising from gender, sexual orientation, age, education, dis/ability, socioeconomic status, and race/ethnicity, among others. At the same time, it must be acknowledged that gender-inclusive design has challenges and limitations: the idea of gender inclusion in design is not yet a reality. Our research investigates academic literature, as well as tech industry practices, like the websites of Microsoft, Apple, Google, and Meta. We aim to understand how inclusive design is theorized and implemented nowadays. Our analysis shows that intersectionality suffers even when inclusivity is intended to be taken into consideration. We also offer guidelines for factors that might be explored for a more inclusive design. Our paper's analysis leaves an opportunity for additional study; the complexity of identities and how disregarding them in software design can exacerbate inequality call for even more investigation and awareness.
... As with any offspring of InclusiveMag, the GenderMag method revolves around a small number of facets, each backed by foundational research [29,158]. These facets are useful for several purposes, one of which is as the basis of personas, which bring the facets to life. ...
... Self-efficacy can have numerous effects on the individual's ultimate success with the task, including whether they blame themselves for difficulties they encounter, and their willingness to persevere in the face of difficulty and try different approaches to the problem if their first attempt fails [18]. Such effects have been shown multiple times with technology/computer self-efficacy (e.g., [158]). Many studies have established differences in technology/computer self-efficacy tied to people's SES level. ...
... Technology self-efficacy is one of the five GenderMag facets because individuals with different genders tend to cluster around different technology self-efficacy values[158]. ...
Preprint
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Although inequities and biases relating to people in low socioeconomic situations are starting to capture widespread attention in the popular press, little attention has been given to how such inequities and biases might pervade technology user experiences. Without understanding such inequities in user experiences, technology designers can unwittingly introduce inequities tied to users' socioeconomic status (SES). To enable the HCI community to address this problem, in this paper, we consider a wide body of research that contributes to how a user's socioeconomic status potentially shapes their interactions and user experiences. We organize that research into 20 aspects of socioeconomic status; then derive a core set of five SES "facets" (attribute types and value ranges) with differing impacts on user experiences for different SES strata; and finally, present actionable paths forward for HCI researchers and practitioners to draw upon these facets, to bring socioeconomic awareness to HCI.
... People's cognitive problem-solving styles fall along 5 different spectra in the GenderMag method. the orange values are assigned to the Abi persona and the blue values are assigned to the Tim persona, as per statistical clusterings reported in underlying research (e.g., [12,72,79]). ...
... However, disaggregating participants' data by their computer selfefficacy was the only cognitive style where only the lower self-efficacy participants had significantly lower averages in 10 distinct experiments across all three categories of insights. Prior research with computer self-efficacy has uncovered information about how people solve problems, apply cognitive strategies, and how persistent they will be in getting through a problem [7,72]. To provide an example of different trade-offs participants underwent, Figure 7 (left) illustrates that disaggregating guideline 5's experimental data by participants' computer self-efficacy uncovered dependent variables where lower self-efficacy participants rated their suspicions of the Violation product significantly lower (t(67) = -2.0091, ...
... Notice that in total, there were 55 instances, and it took looking through all of the cognitive styles to see the whole picture. regarding people's computer self-efficacy, a failure to meet their needs could lead people with lower self-efficacy to not be as willing to use it in the future [72]. Table 7 shows through data triangulation just how prevalent the inclusiveness instances were across the 16 experiments. ...
Preprint
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Artificial Intelligence (AI) is becoming more pervasive through all levels of society, trying to help us be more productive. Research like Amershi et al.'s 18 guidelines for human-AI interaction aim to provide high-level design advice, yet little remains known about how people react to Applications or Violations of the guidelines. This leaves a gap for designers of human-AI systems applying such guidelines, where AI-powered systems might be working better for certain sets of users than for others, inadvertently introducing inclusiveness issues. To address this, we performed a secondary analysis of 1,016 participants across 16 experiments, disaggregating their data by their 5 cognitive problem-solving styles from the Gender-inclusiveness Magnifier (GenderMag) method and illustrate different situations that participants found themselves in. We found that across all 5 cogniive style spectra, although there were instances where applying the guidelines closed inclusiveness issues, there were also stubborn inclusiveness issues and inadvertent introductions of inclusiveness issues. Lastly, we found that participants' cognitive styles not only clustered by their gender, but they also clustered across different age groups.
... Given the ever-increasing amount of work published on issues on topics of gender pertaining technology research and practice [60], that confidence is difficult to acquire. A query for "gender" in paper abstracts within the Guide to Computing Literature of the Digital Library of the Association for Computing Machinery (ACM DL) matches almost 7500 papers. 2 Such an amount of potential sources can be in itself overwhelming for researchers unfamiliar with the topic who might struggle to identify works relevant to their specific context. ...
... With this binary view, their work aligns with most of traditional HCI research. Stumpf et al. recently published a conceptual review on gender-inclusive HCI research with a specific focus on cognitive and behavioural works as well as dangers of stereotyping in technological design [60]. However, even though the authors explicitly attend to issues surrounding a dominant binary notion of gender, their approach risks essentialising gender (cf. ...
... Additionally, if researchers are themselves part of the groups they analyse, this comprises another point of explicit representation and provides an additional level of lived expertise with a given subject matter [35]. As most prior work operates from a binary, essentialist understanding of gender [60], denaturalising prior work can also mean broadening representation and attending to cultural differences where appropriate (see [42]). ...
Article
Due to increased societal awareness of gendered dimensions of inequality, funding bodies in Western societies increasingly require researchers to address gender in their proposals — though often exclusively framed around binary notions. With oppressive power structures being prevalent and persuasive, these seep into current practices of Computer Science and Human-Computer Interaction(HCI) research. However, current curricula rarely provide actors in this space with grounded guidance on gender issues tied to their inquiries. Hence, developing an increased awareness of our societal responsibility towards equity can be challenging without an appropriate starting point. Drawing on a close reading of select literature discussing gender sensitivity in HCI research, we derived practical guidance in the form of recommendations for the design, proposal, conduct and presentation of research. Based on these recommendations, we then present the design of a card deck and initial tests thereof at ditact women’s IT summer university. Our analysis offers a starting point for HCI students and interested researchers to explore questions and issues around gender and to identify how gender relates to their research. This sensitisation may aid them in further reflecting on how they might better account for gendered implications of their work.
... To bridge these gaps, we propose a playful exploration approach called "tinkering" [32,30] as a way of designing transparent algorithmic UI's by examining Facebook News Feed. There are a couple of benefits of our proposed approach: first, it is possible, that the exploratory nature of algorithm features (matrices) will not overwhelm the user by providing the user sufficient algorithmic control in the personalized interactive news feed experience; second, by enabling the measuring ability at the interface level of how much transparency is desired for each groups, we include the possibility of transparent interface designs that are inclusive (e.g., gender [33,34].) We do not intend to modify or suggest a new facebook ranking algorithm, instead, our main objective is to encourage a different perspective in the design of transparent algorithmic user interfaces. ...
... " [52], gender is one aspect of inclusive design. Informed and inspired by previous research [51,34,30,28], in this work, we will focus on only gender inclusiveness. ...
... Future work might take our design concept, expand (features/matrics) it, and test with the various users to see how tinkering plays out in achieving transparency. Third, we addressed tinkering approach to the design of transparent algorithmic system, however, there are other facets of cognitive styles such as riskaversion, information processing style (e.g., [49,34]) which might influence the use of transparent systems (especially for females), we did not address these complex relationships while designing our proposal. Thus, future work should examine other cognitive styles of problem solving and their influence on tinkering when designing transparent algorithmic system. ...
Conference Paper
Full-text available
With the widespread use of algorithms in interactive systems, it becomes inevitable for the users to apply these algorithms with caution. Algorithms are applied to make decisions in healthcare, hiring, the criminal justice system, and social media news feed among others. Thus, algorithmic systems impact human lives and society in significant ways. As a consequence, currently, the focus has been shifted toward designing transparent algorithmic user interfaces (UI's) -- to make the algorithmic aspects more explicit. Designing transparent algorithmic user interfaces requires the designer to bring the algorithmic aspects of control at the UI level without causing information overload. This research attempts to investigate this gap by proposing tinkering or playful experimentation as a means of designing transparent algorithmic UI's. Tinkering is a cognitive style related to problem-solving, decision making, enables exploration with the interactive system. The proposed approach of combining tinkering with transparent UI's serves two potential purposes: first, the exploratory nature of tinkering has the ability to make the algorithmic aspects transparent without hurting users experience (UX), while providing flexibility and sufficient control in the personalized interactive experience; second, it enables the designer to detect software inclusiveness issues in the design before they become part of the final software, by allowing us to measure how much algorithmic transparency is desired across different user groups.
... Gender is on the frontlines of work aiming to raise attention to matters of inclusion, diversity, and social justice in human-computer interaction (HCI) [23,135,145,178,180,191]. Gender is a multifaceted aspect of human identity and social organization [60,69,95,96]. ...
... Gender can be a mode of expression, an internal self-identity, an external social category, and/or an abstract perception, even of objects [29,69,120,222]. Gender is often framed as femininity and masculinity, but a wealth of work across time and cultures has challenged this "binary" model [60,95,96,145,178,188,198], including in HCI [178,188,191]. Indeed, HCI has a history of developing, studying, and critiquing technologies for gender inclusion and anti-sexism [12,15,165]. ...
Preprint
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Gender is a hot topic in the field of human-computer interaction (HCI). Work has run the gamut, from assessing how we embed gender in our computational creations to correcting systemic sexism, online and off. While gender is often framed around women and femininities, we must recognize the genderful nature of humanity, acknowledge the evasiveness of men and masculinities, and avoid burdening women and genderful folk as the central actors and targets of change. Indeed, critical voices have called for a shift in focus to masculinities, not only in terms of privilege, power, and patriarchal harms, but also participation, plurality, and transformation. To this end, I present a 30-year history of masculinities in HCI work through a scoping review of 126 papers published to the ACM Human Factors in Computing Systems (CHI) conference proceedings. I offer a primer and agenda grounded in the CHI and extant literatures to direct future work.
... Negligence of one or more of those human-centric aspects in any digital technologies, including apps, can lead to excluding some users and bringing difficulties to users and businesses (e.g., loss of reputation for businesses, reduced usage and acceptance of technology in society) [5], [6]. Hence, over the last few years, the goal of some governments, organisations, and practitioners has been to develop initiatives, policies, guidelines, and practices to design digital technologies working for all populations, which have been referred to by different names such as "inclusive design" and "universal usability" [7], [8]. ...
... Among these human-centric aspects that app developers and owners should consider while designing inclusive apps, gender is one of the most important ones [5], [8]- [10]. Women comprise 49.7% of the world population in 2022, while men are slightly more (50.3%) ...
Preprint
Full-text available
Mobile software apps ("apps") are one of the prevailing digital technologies that our modern life heavily depends on. A key issue in the development of apps is how to design gender-inclusive apps. Apps that do not consider gender inclusion, diversity, and equality in their design can create barriers (e.g., excluding some of the users because of their gender) for their diverse users. While there have been some efforts to develop gender-inclusive apps, a lack of deep understanding regarding user perspectives on gender may prevent app developers and owners from identifying issues related to gender and proposing solutions for improvement. Users express many different opinions about apps in their reviews, from sharing their experiences, and reporting bugs, to requesting new features. In this study, we aim at unpacking gender discussions about apps from the user perspective by analysing app reviews. We first develop and evaluate several Machine Learning (ML) and Deep Learning (DL) classifiers that automatically detect gender reviews (i.e., reviews that contain discussions about gender). We apply our ML and DL classifiers on a manually constructed dataset of 1,440 app reviews from the Google App Store, composing 620 gender reviews and 820 non-gender reviews. Our best classifier achieves an F1-score of 90.77%. Second, our qualitative analysis of a randomly selected 388 out of 620 gender reviews shows that gender discussions in app reviews revolve around six topics: App Features, Appearance, Content, Company Policy and Censorship, Advertisement, and Community. Finally, we provide some practical implications and recommendations for developing gender-inclusive apps.
... Negligence of one or more of those human-centric aspects in any digital technologies, including apps, can lead to excluding some users and bringing difficulties to users and businesses (e.g., loss of reputation for businesses, reduced usage and acceptance of technology in society) [5], [6]. Hence, over the last few years, the goal of some governments, organisations, and practitioners has been to develop initiatives, policies, guidelines, and practices to design digital technologies working for all populations, which have been referred to by different names such as "inclusive design" and "universal usability" [7], [8]. ...
... Among these human-centric aspects that app developers and owners should consider while designing inclusive apps, gender is one of the most important ones [5], [8]- [10]. Women comprise 49.7% of the world population in 2022, while men are slightly more (50.3%) ...
Conference Paper
Full-text available
Mobile software apps ("apps") are one of the prevailing digital technologies that our modern life heavily depends on. A key issue in the development of apps is how to design gender-inclusive apps. Apps that do not consider gender inclusion , diversity, and equality in their design can create barriers (e.g., excluding some of the users because of their gender) for their diverse users. While there have been some efforts to develop gender-inclusive apps, a lack of deep understanding regarding user perspectives on gender may prevent app developers and owners from identifying issues related to gender and proposing solutions for improvement. Users express many different opinions about apps in their reviews, from sharing their experiences, and reporting bugs, to requesting new features. In this study, we aim at unpacking gender discussions about apps from the user perspective by analysing app reviews. We first develop and evaluate several Machine Learning (ML) and Deep Learning (DL) classifiers that automatically detect gender reviews (i.e., reviews that contain discussions about gender). We apply our ML and DL classifiers on a manually constructed dataset of 1,440 app reviews from the Google App Store, composing 620 gender reviews and 820 non-gender reviews. Our best classifier achieves an F1-score of 90.77%. Second, our qualitative analysis of a randomly selected 388 out of 620 gender reviews shows that gender discussions in app reviews revolve around six topics: App Features, Appearance, Content, Company Policy and Censorship, Advertisement, and Community. Finally, we provide some practical implications and recommendations for developing gender-inclusive apps.
... In recent years, gender-inclusive design approaches have been used more broadly, especially in the fields of HCI and game design (Kafai, Richard, and Tynes 2016;Oleson et al. 2018;Stumpf et al. 2020). Especially related to the inclusive design of wearable technology, there are few interesting studies that, for example, focus on the default expectations of non-disabled users (Elman 2018) or investigate the potential for gathering new kinds of data of particularly female body functions (Cifor and Garcia 2019). ...
Article
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Particularly since the 1990s, there has been an active discussion on inclusive design and on the possibility of designing products that would be suitable for every kind of user. Wearable technology products that need to be in close contact with the user's skin to function must be a good fit for the user's body. As wearable technology has transitioned from a specialty of the "quantify-yourself" movement to a widespread, everyday item, the Jenni Hokka works as a specialist in research methods at the Doctoral School at Tampere University. This research is part of a project undertaken while affiliated at Aalto University in which she scrutinized design
... Gender-inclusive design is a deep topic, of which trans inclusivity is a rich part and growing in prominence [133]. Previous works informed by queer theory have aimed to create safe gaming communities, avoid gender-essentialist and heteronormative oppression [109], and seek out queer modes of play [27,56]. ...
Preprint
Full-text available
Many trans people experience gender dysphoria-distress caused by mismatches in internal and external experiences of gender. Video games engage intimately with the self, creating intense experiences involving identities, bodies, and social interaction. This combination of factors renders trans players vulnerable to gender dysphoria triggers: failures of interaction design that result in gender dysphoria. The present research undertakes a thematic analysis of four popular games, drawn from an initial corpus of 31. It contributes a definition of gender dysphoria triggers, case studies of triggering games, an initial gender dysphoria categorization to provide a useful design language, and examples of alternative designs for extant triggers. The analysis combines the authors' positionality as trans gamers; critical cultural studies methodologies, including textual analysis; a critical discourse analysis of production-side statements and interviews and player-side comments about diversity in those games; and close readings of the games themselves. The paper concludes with a call for trans inclusivity in game design, which we structure around the necropolitical concept of the relation of care.
... Computer Science is considered to be a homogeneous field, with professionals who are predominantly white, heterosexual, Global Northern, young, middle-class, cis-gendered men [14]. Although historically women and women of color had a great part in computing, as the profession grew more prestigious, it became more and more white and male-centered, pushing others out of the field through the means of discrimination [15] 1 https://www.diversityintech.co.uk/the-benefits-of-diversity-in-tech [16] [17]. ...
Conference Paper
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Gender equality, as well as Diversity, Equity, and Inclusion (DEI), in computer science (CS) is primarily limited to binary gender diversity. It is known that women are heavily underrepresented in CS, but substantial parts of the DEI issues are still unexplored. Intersectionality provides a more nuanced perspective of equality as it acknowledges exclusion and discrim�ination coming from overlapping layers of people’s identities, e.g. gender, ethnicity, dis/ability, nationality, socioeconomic status, age, religion, and sexuality, in combination. It is important to address systemic barriers, bias, and stereotypes in CS through the lenses of intersectionality. There is a growing literature on challenges of women and binary gender diversity in CS, but a limitation to many of these investigations is that they look at only one dimension of discrimination rather than the complexity of intersectional challenges. That is why the research objective of this study is to provide information on the relation of intersectionality and CS, using the Systematic Literature Review methodology. The results show that there is still scarce research explicitly connected to the concept of intersectionality in CS, but awareness is increasing. The SLR also reveals various challenges and success factors related to intersectionality, which call for further attention.
... Studies show that diversity also leads to greater creativity and success [4]. Despite this, computing is a homogeneous field: the workforce predominantly constitutes white, cis-gendered, heterosexual, Global Northern, young, middle-class men [5]. Women constitute only 19% of the computing job market within Europe [6]. ...
Chapter
Full-text available
There is a constantly growing need for skilled professionals in the computing field, which poses challenges for finding the right people for the job. According to the 2022 Digital Economy and Society Index, 55% of companies have problems filling their tech positions. At the same time, the computing sector is going through a diversity crisis, as the majority of its players are Global Northern, heterosexual, white, able-bodied men. Technology permeates our lives, so a lack of diversity in the tech industry, especially when designing software, can lead to bias and exclusionary user experiences. As a consequence, we need to attract young people - for instance, Generation Z (GenZ), born between the mid-1990s and the 2010s - to computing majors. Moreover, there is a need for actions with a retention plan and a strategy to guide a more diverse group toward leadership roles both in academia and industry. Even though the awareness about Diversity, Equity, and Inclusion (DEI) is continually being raised, interventions that focus on inclusiveness are still necessary. With the present paper, we aim to contribute to a better alignment of how to design interventions for including younger people in computing. According to research, GenZ cares about social values and a meaningful contribution to society, that is, DEI, as part of their work. In this paper we are presenting an intervention project, designed to increase DEI in computing, as part of which we collected testimonials by stakeholders working in computing. As a quality check, we performed content analysis after the completion of the project, to investigate to what extent the experiences listed by CS professionals and the interests of GenZ align with one another. Applying multiple methods of cross-checking, we confirmed the presence of social aspects in the lived experiences of CS professionals. Findings show that professionals in the field recognize computing’s social embeddedness, which aligns with younger students’ values and expectations and confirms that computing is a valid choice to achieve their goals of making a positive change in society. This study is part of a larger effort proposed and realized by EUGAIN, a Horizon Europe-sponsored COST Action, whose purpose is to create a European network that enhances gender balance and diversity in the field of computing. Keywordsgender balanceDEIcomputinginterventiongeneration Z
... This is because technological innovation results either from the recombination of existing ideas from different fields (Ahuja et al., 2014;Baron, 2006) or the firm's superior ability to identify and capitalize on patterns in disparate areas such as political and regulatory changes, 4 market needs, socio-demographic trends, technological changes, and industry structure (Xie et al., 2020). Besides, genderdiverse owner-manager teams are also more likely to develop products and services that will apply to both genders (Stumpf et al., 2020), although researchers have yet to investigate this idea. 5 Gender diversity is also likely to enhance the probability of nontechnological innovation. ...
... Within the research community itself, recent work has begun to develop research methods and evaluation techniques to help researchers and developers to focus on gender issues (Burnett et al., 2016;Marsden et al., 2017;Stumpf et al., 2020), for example, to consider gender biases in software (Vorvoreanu et al., 2019). There is also a thread of projects creating technologies specifically for women (Balaam et al., 2015;D'Ignazio et al., 2016;Kumar & Anderson, 2015;Sultana et al., 2018). ...
Article
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Social robots are often created with gender in mind, for example by giving them a designed gender identity or including elements of gender in their behaviors. However, even if unintentional, such social robot designs may have strong gender biases, stereotypes or even sexist ideas embedded into them. Between people, we know that exposure to even mild or veiled sexism can have negative impacts on women. However, we do not yet know how such behaviors will be received when they come from a robot. If a robot only offers to help women (and not men) lift objects for example, thus suggesting that women are weaker than men, will women see it as sexist, or just dismiss it as a machine error? In this paper we engage with this question by studying how women respond to a robot that demonstrates a range of sexist behaviors. Our results indicate that not only do women have negative reactions to sexist behaviors from a robot, but that the male-typical work tasks common to robots (i.e., factory work, using machinery, and lifting) are enough for stereotype activation and for women to exhibit signs of stress. Particularly given the male dominated demographic of computer science and engineering and the emerging understanding of algorithmic bias in machine learning and AI, our work highlights the potential for negative impacts on women who interact with social robots.
... Understanding the role of gender is, however, important. Not only because gender is socially constructed through interaction, but also because perspectives connected to one's gender shape how we build, design, and integrate technology [6,80]. Hence, by taking a stance on system administration through the lens of gender allows us to better understand the underlying social structures and dynamics at play in creating the infrastructures our world depends upon. ...
Article
Full-text available
In the system and network administration domain, gender diversity remains a distant target. The experiences and perspectives of sysadmins who belong to marginalized genders (non cis-men) are not well understood beyond the fact that sysadmin work environments are generally not equitable. We address this knowledge gap in our study by focusing on the ways in which sysadmins from marginalized genders manage their work in men-dominated sysadmin work spaces and by understanding what an inclusive workplace would look like. Using a feminist research approach, we engaged with a group of 16 sysadmins who are not cis-men via six online focus groups. We found that managing the impact of gender identity in the sysadmin workplace means demonstrating excellence and going above and beyond in system administration tasks, and also requires performing additional care work not expected from cis men. Furthermore, our participants handle additional layers of work due to gender considerations and to actively find community in the workplace. We found that sysadmins manage by going above and beyond in their tasks, performing care work and doing extra layers of work because of gender considerations, and finding community in the workplace. To mitigate this additional workload, we recommend more care for care work. For future research, we recommend the use of feminist lenses when studying sysadmin work in order to provide more equitable solutions that ultimately contribute to improving system security by fostering a just workplace.
... Historically, work in the field of human computing interaction (HCI) surrounding gender has focused on traditional binary differences [17,20,90] such as how gender differences impact people's use of problem solving software [11]. In line with the expanding definitions of gender accepted both in academia and public life, there is now an increasing body of research in HCI which looks specifically at the experiences of transgender, non-binary, and gender non-conforming people with technology. ...
Preprint
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Categorization via gender is omnipresent throughout society, and thus also computing; gender identity is often requested of users before they use software or web services. Despite this fact, no research has explored how software developers approach requesting gender disclosure from users. To understand how developers think about gender in software, we present an interview study with 15 software developers recruited from the freelancing platform Upwork as well as Twitter. We also collected and categorized 917 threads that contained keywords relevant to gender from programming-related sub-forums on the social media service Reddit. 16 posts that discussed approaches to gender disclosure were further analyzed. We found that while some developers have an understanding of inclusive gender options, programmers rarely consider when gender data is necessary or the way in which they request gender disclosure from users. Our findings have implications for programmers, software engineering educators, and the broader community concerned with inclusivity.
... Most of the conversation in the field has focused on the tactics and tools used by firms to innovate and create a natural effect for businesses and customers [15][16][17]. User-and human-centered design, systematic creativity, and blue ocean methods are popular [18,19]. In incremental innovation, existing product concepts or technologies are modified [20][21][22]. ...
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In business, innovation thinking is expanding beyond product innovation, and it is being marketed as a catalyst for unique user experiences, businesses, and organizational and cultural change. Product design and design-driven business operations require an innovative mindset. In this study, we examined how progressive innovation thinking can be applied to three aspects using a combination of case studies: idea genesis, process, and decision making. We also examined thinking studies from relevant companies to investigate how to create user-pleasing experiences and details in products and to develop a framework for progressive innovation thinking strategies and implementation methods for designers. Our findings will help designers and corporate design teams find a steady flow direction in the execution of their design business, capture the first moments of brilliance and replicate ideas, generate a constant stream of creative ideas, maintain a constant flow of innovation in their design business, and enhance the overall business capability of the design team. This framework has academic and business ramifications: it can provide guidance and ideas to other design teams looking to execute their design business and act as a reference for adopting progressive, original thinking work and creative businesses.
... The focus of this work is an examination of gender(sex) in end-user uncanniness perceptions of avatar faces. Similar to the work of Stumpf et al. (2020), we use the social construct perspective of gender, here referred to as gender(sex), whereby gender identification, gender expression and performance might not necessarily align with sex. ...
Conference Paper
The creation of avatars is a two-sided coin; on one side we see developers creating avatars with the skills, time, and resources available to them. However, these resources (or lack thereof) may lead to avatars falling into the uncanny valley. On the other side are the end-users who engage with the avatar, who ultimately are the focus for these designers and developers. However, many factors can influence the perception of any avatar created beyond the level of realism, including the physical appearance of the avatar or something more fundamental like its gender(sex). Currently, there is a gap in understanding of the influence of gender(sex) in avatar uncanniness perceptions, and this is mostly missing in design decisions for avatar systems. Bridging this gap has been a source of research focus spanning the development of new technologies for avatar development to measuring end-user perceptions of those avatars. Here we add to this discussion through an experiment involving a set of avatars presented to participants (n = 2065) who were asked to rank them from least to most uncanny based on their perceptions. This representative set of avatars were sourced from publicly available methods and have different levels of realism. Our findings indicate that perceptions of avatar uncanniness based on gender(sex) affects the overall perception of the avatar.
... Nevertheless, we believe that the proposed design can provide a concept for vehicle information supporting selected NDRAs such as watching movies, listening to music, or reading, in addition to working. We are also aware that the gender ratio in our study was not equally distributed and the mean age of the participants was rather low (also due to Covid-19-related restrictions with regard to participant recruitment), and as men are more likely to rate new features of technology positively compared to women [59], which could have impacted the positive ratings for both the concepts. Nevertheless, we see values in this first evaluation but acknowledge that future studies in situations closer to real-world driving should also validate the effect in a more diverse sample. ...
Article
Automated vehicles (AVs) are expected to enable users to engage in non-driving-related activities (NDRAs). However, users do not easily trust an automated vehicle which poses new challenges for automotive human-machine interfaces (HMIs). Over-presenting vehicle information can distract users from NDRAs, and under-presentation can impact trust and user experience (UX) negatively. To investigate how to best present vehicle information to foster users' trust and UX while performing NDRAs, we designed two in-vehicle HMI concepts: 1) A colored and animated light bar display around the windshield and 2) a windshield display interface presenting pictograms and numbers. Results from a simulator study ($N=18$) indicate that both concepts contribute to a high trust level and UX while not affecting the NDRA performance compared to the baseline of not showing vehicle information. In addition, the light bar provides better UX than the windshield display and is also preferred by users. With our findings, we contribute to the effective design of presenting vehicle information in automated vehicles.
... Such barriers are cognitive inclusivity bugs because they disproportionately impact people with particular cognitive styles. They are also gender inclusivity bugs because the facets capture (statistical) gender differences in how people problem-solve [2,8,13,14,42,46]. ...
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How can an entire CS faculty, who together have been teaching the ACM standard CS curricula, shift to teaching elements of inclusive design across a 4-year undergraduate CS program? And will they even want to try? To investigate these questions, we developed an educate-the-educators curriculum to support this shift. The overall goal of the educate-the-educators curriculum was to enable CS faculty to creatively engage with embedding inclusive design into their courses in "minimally invasive" ways. GenderMag, an inclusive design evaluation method, was selected for use. The curriculum targeted the following learning outcomes: to enable CS faculty: (1) to analyze the costs and benefits of integrating inclusive design into their own course(s); (2) to evaluate software using the GenderMag method, and recognize its use to identify meaningful issues in software; (3) to integrate inclusive design into existing course materials with provided resources and collaboration; and (4) to prepare to engage and guide students on learning GenderMag concepts. We conducted a field study over a spring/summer followed by end-of-fall interviews, during which we worked with 18 faculty members to integrate inclusive design into 13 courses. Ten of these faculty then taught 7 of these courses that were on the Fall 2021 schedule, across 16 sections. We present the new educate-the-educators curriculum and report on the faculty's experiences acting upon it over the three-month field study and subsequent interviews. Our results showed that, of the 18 faculty we worked with, 83% chose to modify their courses; by Fall 2021, faculty across all four years of a CS degree program had begun teaching inclusive design concepts. When we followed up with the 10 Fall 2021 faculty, 91% of their reported outcomes indicated that the incorporations of inclusive design concepts in their courses went as well as or better than expected.
... While we made no gender-specifc directional hypotheses, we investigated the potential relevance of gender to our research questions by including it as an exploratory variable in our models. We adhered to the best practices of inclusivity [70] when collecting data on participant gender. Two participants in our sample (0.3%) self-identifed as non-binary, roughly in line with the relatively small proportion of non-binary individuals in the adult US population (0.5%) [79]. ...
... Many digital tool designs are based on the assumption that users will learn the features through playful experimentation and learningby-doing. But research shows that women are less likely to explore new tools through playful exploration due to a higher risk aversion (Stumpf et al, 2020). These often unconscious design decisions based on assumptions about the learning style of users might heavily influence how women users engage with a tool. ...
... GenderMag, a method used to find and fix inclusivity bugs, provides a dual lens-gender-and cognitive-diversity-to evaluate workflows. It considers five dimensions ("facets" in GenderMag) of cognitive styles (Table 1), each backed by extensive foundational research [11,61]. Each facet has a range of possible values. ...
Preprint
Although some previous research has found ways to find inclusivity bugs (biases in software that introduce inequities), little attention has been paid to how to go about fixing such bugs. Without a process to move from finding to fixing, acting upon such findings is an ad-hoc activity, at the mercy of the skills of each individual developer. To address this gap, we created Why/Where/Fix, a systematic inclusivity debugging process whose inclusivity fault localization harnesses Information Architecture(IA) -- the way user-facing information is organized, structured and labeled. We then conducted a multi-stage qualitative empirical evaluation of the effectiveness of Why/Where/Fix, using an Open Source Software (OSS) project's infrastructure as our setting. In our study, the OSS project team used the Why/Where/Fix process to find inclusivity bugs, localize the IA faults behind them, and then fix the IA to remove the inclusivity bugs they had found. Our results showed that using Why/Where/Fix reduced the number of inclusivity bugs that OSS newcomer participants experienced by 90%.
... In the HCI community, Burtscher and Spiel [4] provide a staring point for HCI researchers to explore questions and issues around gender. Stumpf et al. [52] give a conceptual review and provide some evidence for the impact of gender in thinking and behavior which underlines HCI research and design, and Schlesinger et al. [47] introduce a framework for engaging with complexity of users' multi-faceted identities including demographic information. Meanwhile, researchers in the social computing community have been studying the gender role in various social settings. ...
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People write personalized greeting cards on various occasions. While prior work has studied gender roles in greeting card messages , systematic analysis at scale and tools for raising the awareness of gender stereotyping remain under-investigated. To this end, we collect a large greeting card message corpus covering three different occasions (birthday, Valentine's Day and wedding) from three sources (exemplars from greeting message websites, real-life greetings from social media and language model generated ones). We uncover a wide range of gender stereotypes in this corpus via topic modeling, odds ratio and Word Embedding Association Test (WEAT). We further conduct a survey to understand people's perception of gender roles in messages from this corpus and if gender stereotyping is a concern. The results show that people want to be aware of gender roles in the messages, but remain unconcerned unless the perceived gender roles conflict with the recipient's true personality. In response, we developed GreetA, an interactive visu-alization and writing assistant tool to visualize fine-grained topics in greeting card messages drafted by the users and the associated gender perception scores, but without suggesting text changes as an intervention. CCS CONCEPTS • Human-centered computing → Visualization toolkits; Col-laborative and social computing design and evaluation methods .
... In the HCI community, Burtscher and Spiel [4] provide a staring point for HCI researchers to explore questions and issues around gender. Stumpf et al. [52] give a conceptual review and provide some evidence for the impact of gender in thinking and behavior which underlines HCI research and design, and Schlesinger et al. [47] introduce a framework for engaging with complexity of users' multi-faceted identities including demographic information. Meanwhile, researchers in the social computing community have been studying the gender role in various social settings. ...
Preprint
People write personalized greeting cards on various occasions. While prior work has studied gender roles in greeting card messages, systematic analysis at scale and tools for raising the awareness of gender stereotyping remain under-investigated. To this end, we collect a large greeting card message corpus covering three different occasions (birthday, Valentine's Day and wedding) from three sources (exemplars from greeting message websites, real-life greetings from social media and language model generated ones). We uncover a wide range of gender stereotypes in this corpus via topic modeling, odds ratio and Word Embedding Association Test (WEAT). We further conduct a survey to understand people's perception of gender roles in messages from this corpus and if gender stereotyping is a concern. The results show that people want to be aware of gender roles in the messages, but remain unconcerned unless the perceived gender roles conflict with the recipient's true personality. In response, we developed GreetA, an interactive visualization and writing assistant tool to visualize fine-grained topics in greeting card messages drafted by the users and the associated gender perception scores, but without suggesting text changes as an intervention.
... These findings do not necessarily suggest a need to design separate software tools (e.g., Notebooks) specifically for journalists that differ from tools designed for expert data scientists. However, they do indicate that such tools should be tested further to detect software inclusiveness issues (e.g., inclusive HCI [46,92,97]), such that they support users with different computing expertise equally. Such testing can improve the tools' overall usability, not only for user groups such as data journalists, but also, potentially, for experts in data science work [16,75]. ...
Article
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Investigative data journalists work with a variety of data sources to tell a story. Though prior work has indicated that there is a close relationship between journalists' data work practices and that of data scientists. However, these relationships and data work practices are not empirically examined, and understanding them is crucial to inform the design of tools that are used by different groups of people including data scientists and data journalists. Thus, to bridge this gap, we studied investigative reporters' data work practices with one non-profit investigative newsroom. Our study design includes two activities: 1) semi-structured interviews with journalists, and 2) a sketching activity allowing journalists to depict examples of their work practices. By analyzing these data and synthesizing them across related prior work, we propose the major phases in the data-driven investigative journalism story idea generation process. Our study findings show that the journalists employ a collection of multiple, iterative, cyclic processes to identify journalistically "interesting'' story ideas. These processes both significantly resemble and show subtle nuanced differences with data science work practices identified in prior research. We further verified our proposal through a member check with key informants. This work offers three primary contributions. First, it provides a close glimpse into the main phases of investigative journalists' data-driven story idea generation technique. Second, it complements prior work studying formal data science practices by examining data-driven investigative journalists, whose primary expertise lies outside computing. Third, it identifies particular points in the data exploration processes that would benefit from design interventions and suggests future research directions.
... Stumpf et al. performed a conceptual review on gender-inclusive HCI design that provides an overview of the motivations, the state of the art, and possible future work for this area [44]. Díaz et al. observed differences between women and men in effort and accuracy of elicited requirements, and concluded that mixed teams yield the most optimal results [10]. ...
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As technologies revolutionize the way we live, overlooking gender perspectives in the development of digital solutions results in gender-biased technology that, instead of advancing gender inclusion, creates new barriers in achieving it. This paper proposes a conceptual model for gender inclusion in software development. We started by performing a systematic mapping study to gather the relevant concepts from the existing body of knowledge. This served as groundwork for the definition of a conceptual model of gender-inclusive requirements.
... As previously suggested, we argue that HCI researchers are equipped to design such interventions efectively, as they can leverage the body of work in participatory and speculative design, to help esports communities engage in educational programs, shared conversations, and reshaping the future of this novel cultural phenomenon. As HCI is becoming more and more sensitive to gender inclusivity [140], the participatory interventions that we advocate for have already proven efective, for instance in queer and trans HCI design studies [57]. Furthermore, we suggest that esports organizers and practitioners look at fair-play procedures from traditional sports [96] to create clear fair-play guidelines in esports too, which although not directly discussed by our interviewees, we consider integral to efectively counter reiterated and systemic biases. ...
... We decided to group participants as such for two reasons. First, cis and trans binary needs often align more than non-binary needs in terms of gendering and pronouns [90]. Second, binary genders, even trans binary genders, are more widely accepted than non-binary genders [88]. ...
... However, these are fundamental considerations to guide the field forward and, as HCI studies show (Vorvoreanu et al., 2019), concretely support the creation of gender-inclusive technology. Also, we invite the whole development process to be paired with bias-aware research methodology (Havens et al., 2020) and HCI approaches (Stumpf et al., 2020), which help operationalize sensitive attributes like gender (Keyes et al., 2021). Finally, MT is not only built for people, but also by people. ...
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Machine translation (MT) technology has facilitated our daily tasks by providing accessible shortcuts for gathering, elaborating and communicating information. However, it can suffer from biases that harm users and society at large. As a relatively new field of inquiry, gender bias in MT still lacks internal cohesion, which advocates for a unified framework to ease future research. To this end, we: i)critically review current conceptualizations of bias in light of theoretical insights from related disciplines, ii) summarize previous analyses aimed at assessing gender bias in MT, iii)discuss the mitigating strategies proposed so far, and iv)point toward potential directions for future work.
Chapter
Two core factors influence the perception of avatars. On one side are the developers who are concerned with building avatars and in some cases pushing the boundaries of the realism. These developers are constrained by the resources available to them that allow them to produce the optimal avatar with the equipment, time, and skills available to them. On the other side are users who engage with avatars who are directly affected by the choices the developers have made. Inside the interaction between these sides is the avatar itself, whose appearance, level of realism and fundamental characteristics like a perceived gender(sex) can influence the user’s perception of that avatar. Despite the large amount of research dedicated to understanding the perception of avatars, many gaps in our understanding remain. In this work, we aim to contribute to further understanding one of these gaps by investigating the potential role of gender(sex) in the perception of avatar realism and uncanniness. We add to this discussion by presenting the results of an experiment where we evaluated realism and uncanniness perceptions by presenting a set of avatars to participants (n = 2065). These avatars are representative of those used in simulation and training contexts, from publicly available sources, and have varying levels of realism. Participants were asked to rank these avatars in terms of their realism and uncanniness perceptions to determine whether the gender(sex) of the participant influences in these perceptions. Our findings show that the gender(sex) of a participant does affect the perception of an avatar’s realism and uncanniness levels.KeywordsUncanny valleyUncanninessAvatarHuman computer interactionGender(sex)
Chapter
In Germany, people with intellectual disabilities often live in total institutions. These are institutions where living places, employment, care, and pedagogical actions are combined and significantly impact residents’ quality of life and participation opportunities. This paper aims to analyze the influence of the residential living context on the digital participation opportunities of this group of people. Thus, two studies were conducted between 2018–2019. First is an interview study with 24 caregivers having management responsibility in their institution; second is a focus group study with 50 people with intellectual disabilities. Both studies contain essential findings about the current state of digital participation in the German welfare context. One crucial finding points out communication deficits in the institutions and existing knowledge gaps towards used devices and applications by people with intellectual disabilities. For example, the needs and wishes of people with intellectual disabilities were not recognized by caregivers, and the topic was not considered relevant to the institutions.Furthermore, people with intellectual disabilities complain about a lack of support from caregivers and the social environment. Caregivers, in turn, need more time and opportunities to address residents’ questions and problems. These tensions lead to different coping strategies described in more detail below. Furthermore, this paper presents strategies to combine the contrasting perspectives of involved people and makes suggestions for creating more digital participation opportunities in such institutions.KeywordsDigital InclusionIntellectual DisabilitiesTotal Institutions
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What if “regular” CS faculty each taught elements of inclusive design in “regular” CS courses across an undergraduate curriculum? Would it affect the CS program's climate and inclusiveness to diverse students? Would it improve retention? Would students learn less CS? Would they actually learn any inclusive design? To answer these questions, we conducted a year-long Action Research investigation, in which 13 CS faculty integrated elements of inclusive design into 44 CS/IT offerings across a 4-year curriculum. The 613 affected students’ educational work products, grades, and/or climate questionnaire responses revealed significant improvements in students’ course outcomes (higher course grades and fewer course fails/incompletes/withdrawals), especially for marginalized groups; revealed that most students did learn and apply inclusive design concepts to their CS activities; and revealed that inclusion and teamwork in the courses significantly improved. These results suggest a new pathway for significantly improving students’ retention, their knowledge and usage of inclusive design, and their experiences across CS education—for marginalized groups and for all students.
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Home energy technologies, such as smart home energy management systems (SHEMS), are important in reducing energy-related emissions and empowering energy users. However, there are concerns on gender inclusiveness of the adoption and use of SHEMS. So far, information systems research has failed to address this significant challenge. This study examines factors shaping gendered adoption and use of smart home technologies, particularly SHEMS, and the implications this has for sustainability and energy equality. Applying a critical lens, we examine findings from a sensory ethnographic study on the adoption of SHEMS in households. The findings underline the need for more inclusive energy technology design, more understanding of diversity of households and more variety in the approaches for increasing awareness on and facilitating the adoption of energy technologies. We contribute to research on gender and home energy technologies, and to the larger discussion of gender and energy.
Conference Paper
Gender is a hot topic in the field of human-computer interaction (HCI). Work has run the gamut, from assessing how we embed gender in our computational creations to correcting systemic sexism, online and off. While gender is often framed around women and femininities, we must recognize the genderful nature of humanity, acknowledge the evasiveness of men and masculinities, and avoid burdening women and genderful folk as the central actors and targets of change. Indeed, critical voices have called for a shift in focus to masculinities, not only in terms of privilege, power, and patriarchal harms, but also participation, plurality, and transformation. To this end, I present a 30-year history of masculinities in HCI work through a scoping review of 126 papers published to the ACM Human Factors in Computing Systems (CHI) conference proceedings. I offer a primer and agenda grounded in the CHI and extant literatures to direct future work.
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Este artigo traz uma análise das relações de gênero e de trabalho na área de Tecnologia da Informação (TI) na cidade de Santa Maria, no Rio Grande do Sul. A partir das questões analisadas, atenta-se para a importância de um recorte de gênero em um campo majoritariamente dominado por homens e caracterizado por exigências tidas como masculinas — liderança, determinação, autonomia —, apresentando-se, assim, um perfil de profissional que reforça a divisão sexual do trabalho, fato expresso pelo baixo número de mulheres no mundo do trabalho da TI. A pesquisa foi realizada ao longo dos anos de 2017 e de 2018, desenvolvida junto a estudantes, a trabalhadores e a empreendedores do setor, bem como entre representantes das principais instituições que fomentam o empreendedorismo na cidade de Santa Maria.
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Technology should be accessible and inclusive, so designers should learn to consider the needs of different users. Toward this end, we created the theoretically-grounded CIDER assumption elicitation technique, an educational analytical design evaluation method to teach inclusive design skills. CIDER ( Critique , Imagine , Design , Expand , Repeat ) helps designers recognize and respond to bias using the critical lens of assumptions about users . Through an eleven-week mixed-method case study in an interaction design course with 40 undergraduate students and follow-up interviews, we found that activities based on the CIDER technique may have helped students identify increasingly many types of design bias over time and reflect on their unconscious biases about users. The activities also had lasting impacts, encouraging some students to adopt more inclusive approaches in subsequent design work. We discuss the implications of these findings, namely that educational techniques like CIDER can help designers learn to create equitable technology designs.
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Machine translation (MT) technology has facilitated our daily tasks by providing accessible shortcuts for gathering, processing, and communicating information. However, it can suffer from biases that harm users and society at large. As a relatively new field of inquiry, studies of gender bias in MT still lack cohesion. This advocates for a unified framework to ease future research. To this end, we: i) critically review current conceptualizations of bias in light of theoretical insights from related disciplines, ii) summarize previous analyses aimed at assessing gender bias in MT, iii) discuss the mitigating strategies proposed so far, and iv) point toward potential directions for future work.
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Community + Culture features practitioner perspectives on designing technologies for and with communities. We highlight compelling projects and provocative points of view that speak to both community technology practice and the interaction design field as a whole. --- Sheena Erete, Editor
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The GenderMag cognitive walkthrough with gendered personas has been developed as an inspection method to improve the usability of software artefacts for diverse user groups. It can be used by design teams to evaluate their software and find usability issues. We studied the effectiveness of this method in 49 sessions with IT professionals and software engineering students. They used the method to find usability issues with a learning management system - some of them working with the persona displaying characteristics that are more commonly found in females ("Sarah"), the others with the persona that had attributes more typical for males ("Tim"). Quantitative and qualitative analyses were conducted and showed the effectiveness of the method when using the persona Sarah, with participants finding more usability issues and invoking the persona more often.
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An ongoing stream of news reports heralds the dearth of women and minorities in technology; these stories are supported by numerous studies from industry and government sources. Now companies are investing resources to "fill the pipeline." While this is needed, it alone won't solve the diversity or gender challenge. Once they're in the workplace, research shows that women leave tech careers at a much higher rate than their male counterparts. While there are many reasons for this phenomenon, research indicates that daily workplace factors, along with the realities of what women want for their lives, contribute most significantly to women leaving tech careers. HCI is also affected by this phenomenon and the CHI community has been tackling the issue in several different ways. A panel of HCI professionals from different backgrounds will share personal insights, react to the research on challenges, suggest solutions, and solicit perspectives from the audience.
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Gender inclusiveness in computing settings is receiving a lot of attention, but one potentially critical factor has mostly been overlooked -- software itself. To help close this gap, we recently created GenderMag, a systematic inspection method to enable software practitioners to evaluate their software for issues of gender-inclusiveness. In this paper, we present the first real-world investigation of software practitioners' ability to identify gender-inclusiveness issues in software they create/maintain using this method. Our investigation was a multiple-case field study of software teams at three major U.S. technology organizations. The results were that, using GenderMag to evaluate software, these software practitioners identified a surprisingly high number of gender-inclusiveness issues: 25% of the software features they evaluated had gender-inclusiveness issues.
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In training assembly workers in a factory, there are often barriers such as cost and lost productivity due to shutdown. The use of virtual reality (VR) training has the potential to reduce these costs. This research compares virtual bimanual haptic training versus traditional physical training and the effectiveness for learning transfer. In a mixed experimental design, participants were assigned to either virtual or physical training and trained by assembling a wooden burr puzzle as many times as possible during a twenty minute time period. After training, participants were tested using the physical puzzle and were retested again after two weeks. All participants were trained using brightly colored puzzle pieces. To examine the effect of color, testing involved the assembly of colored physical parts and natural wood colored physical pieces. Spatial ability as measured using a mental rotation test, was shown to correlate with the number of assemblies they were able to complete in the training. While physical training outperformed virtual training, after two weeks the virtually trained participants actually improved their test assembly times. The results suggest that the color of the puzzle pieces helped the virtually trained participants in remembering the assembly process.
Book
As personal computers have become more available, there has been a great deal of optimism for educational reform through wide computer use, both at school and in the home. Beyond Technology's Promise, first published in 1994, takes a hard look at the home computer scene. The research reported in the book focuses on whether families are using computers to help children learn academic skills and, if so, how well they are doing it. The three year, qualitative investigation provides contextual information crucial to our understanding of how computers are really being used. The authors draw the not so surprising conclusion that most children use computers to play games. They therefore propose directions that must be taken in order to facilitate the educational use of home computers or any other promising educational technology. In so doing, they examine such topics as parental leadership, the home-school computer connection, and the role of gender in home computing use.
Conference Paper
Non-binary people are rarely considered by technologies or technologists, and often subsumed under binary trans experiences on the rare occasions when we are discussed. In this paper we share our own experiences and explore potential alternatives - utopias, impossible places, as our lived experience of technologies' obsessive gender binarism seems near-insurmountable. Our suggestions on how to patch these gender bugs appear trivial while at the same time revealing seemingly insurmountable barriers. We illustrate the casual violence technologies present to non-binary people, as well as the on-going marginalisations we experience as HCI researchers. We write this paper primarily as an expression of self-empowerment that can function as a first step towards raising awareness towards the complexities at stake.
Conference Paper
The increasing corpus on queer research within HCI, which started by focusing on sites such as location-based dating apps, has begun to expand to other topics such as identity formation, mental health and physical well-being. This Special Interest Group (SIG) aims to create a space for discussion, connection and camaraderie for researchers working with queer populations, queer people in research, and those using queer theory to inform their work. We aim to facilitate a broad-ranging, inclusive discussion of where queer HCI research goes next.
Conference Paper
In recent years, research has revealed gender biases in numerous software products. But although some researchers have found ways to improve gender participation in specific software projects, general methods focus mainly on detecting gender biases -- not fixing them. To help fill this gap, we investigated whether the GenderMag bias detection method can lead directly to designs with fewer gender biases. In our 3-step investigation, two HCI researchers analyzed an industrial software product using GenderMag; we derived design changes to the product using the biases they found; and ran an empirical study of participants using the original product versus the new version. The results showed that using the method in this way did improve the software's inclusiveness: women succeeded more often in the new version than in the original; men's success rates improved too; and the gender gap entirely disappeared.
Article
Automatic Gender Recognition (AGR) is a subfield of facial recognition that aims to algorithmically identify the gender of individuals from photographs or videos. In wider society the technology has proposed applications in physical access control, data analytics and advertising. Within academia, it is already used in the field of Human-Computer Interaction (HCI) to analyse social media usage. Given the long-running critiques of HCI for failing to consider and include transgender (trans) perspectives in research, and the potential implications of AGR for trans people if deployed, I sought to understand how AGR and HCI understand the term "gender", and how HCI describes and deploys gender recognition technology. Using a content analysis of papers from both fields, I show that AGR consistently operationalises gender in a trans-exclusive way, and consequently carries disproportionate risk for trans people subject to it. In addition, I use the dearth of discussion of this in HCI papers that apply AGR to discuss how HCI operationalises gender, and the implications that this has for the field's research. I conclude with recommendations for alternatives to AGR, and some ideas for how HCI can work towards a more effective and trans-inclusive treatment of gender.
Conference Paper
Although there is a large number of studies in the literature designed to analyze the low representation of women in technology and, especially, in information technology, studies to analyze how these technologies have been designed and constructed are scarce. In the area of Human-Computer Interaction (HCI) there is an emerging and promising field of research that focuses on the study of gender differences in the use of computers and the Internet, as well as providing recommendations for the design of technology with gender perspective. In this article, we will present different methodological approaches that allow for the inclusion of a gender perspective in technology design, and, recommendations for the design and development of software focused on gender.
Conference Paper
Research has revealed that significant barriers exist when entering Open-Source Software (OSS) communities and that women disproportionately experience such barriers. However, this research has focused mainly on social/cultural factors, ignoring the environment itself --- the tools and infrastructure. To shed some light onto how tools and infrastructure might somehow factor into OSS barriers to entry, we conducted a field study with five teams of software professionals, who worked through five use-cases to analyze the tools and infrastructure used in their OSS projects. These software professionals found tool/infrastructure barriers in 7% to 71% of the use-case steps that they analyzed, most of which are tied to newcomer barriers that have been established in the literature. Further, over 80% of the barrier types they found include attributes that are biased against women.
Conference Paper
This paper presents an analytical case study using the "Computational Making" framework to critique three LEGO sets. These sets were marketed towards girls and focus on making. Our contribution is showing computational making can be used to investigate domains outside e-textiles. Further, we show these LEGO sets have the potential to teach computational making skills despite their feminine gender identity construction.
Conference Paper
Menstrual apps are digital versions of period calendars that support observation, analysis and interpretation of a variety of physical and mental states as well as behavioral patterns associated with menstrual cycles. The present paper discusses the preliminary results of a qualitative study addressing users' experiences of and responses to gendered design during app-supported menstrual tracking. The study demonstrates that some users are aware of and react to the gendered assumptions built into menstrual apps' graphic designs and technological features. Moreover, I show that users engage in alternative uses of menstrual apps thus broadening the forms of use intended by app designers and developers.
Conference Paper
Prior work examining technology usage and maintenance practices in homes describes division of labor in terms of technical expertise. In this paper, we offer a counter-narrative to this explanation for engagement with Ubiquitous Computing. Using feminist theory as an analytic lens, we examine how gender identity work is a determining factor of whether and how people engage with digital technologies in their homes. We present a model of gender & technical identity co-construction.
Conference Paper
To become effective in the field of computing, gender research must explain its concepts to non-gender studies scholars and to convince them of their relevance. Our title "Making IT Work" claims that both can be done: interlinking gender research and computing, and by that improving IT systems. We present the "Gender-Extended Research and Development" (GERD) model, a process model which combines gender and diversity aspects with all phases of computing research and development. The model with seven phases is a generalization of common process models in computing. Gender/diversity expertise has been condensed into a number of aspects that characterize the social context of computing research. They can be related to and reflected during every phase. This reflection is somewhat operationalized by providing a list of questions for each combination of phase and aspect. Case studies as part of the model illustrate either in what way such reflections may help in research and development or what may happen if no such aspects have been included.
Conference Paper
This panel aims to create a space for participants at CHI 2018 to see how far we have come as a community in raising and addressing issues of gender, and how far we have yet to go. Our intent is for open discussion to support the community's intentions to move towards greater equity, inclusivity, and diversity.
Conference Paper
We present a case study of persona development, foregrounding gender as a primary axis of design. In a participatory design process, we developed personas to represent users of a learning and networking platform for female IT professionals. These personas are a means of ensuring that the female perspective is represented in the design process. We consider the phases of persona development in the light of existing concepts to confront the gendered status quo. We then show how these considerations regarding gender were implemented in our project IT&me.
Conference Paper
Recent scholarship about technical communication on Instructables.com has focused on the genre features of the website, as well as how different groups use the space as a site for non-organizational technical communication. This paper takes a quantitative approach to analyzing narrative features on the website, and maps where women participate on the website across different categories of technology. This paper suggests that narrative elements are common features of technical communication on the website with the exception of several genres. Furthermore, this paper affirms prior research that situates Instructables.com as representative of larger DIY "maker" communities, in which technical experts from academia, industry, and hobbyists engage in technical communication. It provides additional evidence that women are being excluded from such communities, and are most represented by their use of traditionally feminine-gendered technologies and techniques such as sewing, jewelry, and fashion.
Conference Paper
This paper defines software fairness and discrimination and develops a testing-based method for measuring if and how much software discriminates, focusing on causality in discriminatory behavior. Evidence of software discrimination has been found in modern software systems that recommend criminal sentences, grant access to financial products, and determine who is allowed to participate in promotions. Our approach, Themis, generates efficient test suites to measure discrimination. Given a schema describing valid system inputs, Themis generates discrimination tests automatically and does not require an oracle. We evaluate Themis on 20 software systems, 12 of which come from prior work with explicit focus on avoiding discrimination. We find that (1) Themis is effective at discovering software discrimination, (2) state-of-the-art techniques for removing discrimination from algorithms fail in many situations, at times discriminating against as much as 98% of an input subdomain, (3) Themis optimizations are effective at producing efficient test suites for measuring discrimination, and (4) Themis is more efficient on systems that exhibit more discrimination. We thus demonstrate that fairness testing is a critical aspect of the software development cycle in domains with possible discrimination and provide initial tools for measuring software discrimination.
Conference Paper
Understanding users becomes increasingly complicated when we grapple with various overlapping attributes of an individual's identity. In this paper we introduce intersectionality as a framework for engaging with the complexity of users' "and authors" "identities", and situating these identities in relation to their contextual surroundings. We conducted a meta-review of identity representation in the CHI proceedings, collecting a corpus of 140 manuscripts on gender, ethnicity, race, class, and sexuality published between 1982-2016. Drawing on this corpus, we analyze how identity is constructed and represented in CHI research to examine intersectionality in a human-computer interaction (HCI) context. We find that previous identity-focused research tends to analyze one facet of identity at a time. Further, research on ethnicity and race lags behind research on gender and socio-economic class. We conclude this paper with recommendations for incorporating intersectionality in HCI research broadly, encouraging clear reporting of context and demographic information, inclusion of author disclosures, and deeper engagement with identity complexities.
Conference Paper
Education research has documented a trend that reflects gender based differences in the choice of fields of study. This, in turn, contributes to an imbalance in the representation of men and women in particular professions: In educational contexts, female teachers predominantly teach stereotypically female areas of study like social sciences and humanities, whereas male teachers are mainly represented in stereotypically male domains like . Research further provides evidence for the fact that this gender-stereotyped division of labor in education significantly impacts students’ learning and motivation. Would gender-related stereotypes also bias learning processes with robots? This is plausible in light of the fact that social robots become more and more popular in learning settings. Thus, should the next generation of educational robots be ‘gendered’ and what impact would robot gender have on task performance, particularly in the context of a gender-stereotypical human-robot interaction (HRI) task? To investigate these issues, we examined the influence of robot gender on learning when completing either stereotypically female or stereotypically male learning tasks. 120 university students (60 females and 60 males) completed either stereotypically female or stereotypically male tasks with the support of a male vs. female instructor robot. The manipulation check indicated that participants recognized the robot’s alleged gender correctly. Importantly, our results suggest that prevailing gender stereotypes associated with learning do not apply to robots that perform gender-stereotypical tasks. Interestingly, our findings indicated that a mismatch of robot gender and gender typicality of the respective task led to increased willingness to engage in prospective learning processes with the robot. We discuss these results with respect to future research on HRI and learning, and with regard to practical implications associated with the introduction of robots into higher education.
Chapter
This is the second title examining the benefits to be derived from organisational diversity, with the first one, Profiting from Diversity, having been published in 2010. The first book focused on the advantages diversity can offer organisations as well as the considerable obstacles to progress, while this volume continues the discussion, focusing on how organisations can best capture these benefits. The latter continues with a discussion of the advantages that diversity can provide organisations. Understanding difference is very much at the heart of this.
Article
A lack of diversity in the computing field has existed for several decades, and although female participation in computing remains low, outreach programs attempting to address the situation are now quite numerous. To begin to understand whether or not these past activities have had long-term impact, we conducted a systematic literature review. Upon discovering that longitudinal studies were lacking, we investigated whether undergraduate students believed that their participation in computing activities prior to college contributed to their decision to major in a computing field. From the 770 participants in the study, we discovered that approximately 20% of males and 24% of females who were required to participate in computing activities chose a computing or related major, but that males perceived that the activity had a greater affect on their decision (20%) than females (6.9%). Females who participated in an outreach activity were more likely to major in computing. Compared with females who chose to major in computing, females who did not were less likely to indicate that the majority of students participating in activities were boys and that they were a welcome part of the groups. Results also showed that female participants who do not ultimately major in computing have a much stronger negative perception of the outreach activities than male participants who also chose a non-computing major. Although many computing outreach activities are designed to diversify computing, it may be the case that, overall, boys receive these activities more favorably than girls, although requiring participation yields approximately the same net positive impact.
Conference Paper
With the increasing spread and pervasiveness of technologies, the role of gender in the design of these technologies is a topic of growing importance. Several conference panels and journal issues have focused on the contributions feminism, gender theory, and queer theory can make to HCI. This paper discusses the key developments in the sub-field of Gender HCI over the past five years. We discuss, in particular, how recent approaches to gender in HCI move past questions of how men and women interact differently with technologies. Scholars are focusing on activist, intersectional, and reflexive approaches to gender and identity in design that focus on inclusion and accountability in terms of who technologies are designed for and in what ways. This scholarship draws on a wide variety of theoretical approaches to gender not integrated or well-known in the general literature or education in HCI or computing. We recommend the implementation of a Gender 101 general education module for all computing students to provide fluency in gender theory as a way to promote discussion, inclusivity, and accountability in interaction design and computing practices and organizations.
Conference Paper
Pinterest is a popular social networking site that lets people discover, collect, and share pictures of items from the Web. Among popular social media sites, Pinterest has by far the most skewed gender distribution: women are four times more likely than men to use it. To better understand this, we examined two factors that generally affect whether people try a social site and whether they continue using it: the external perception of a site (e.g., as conveyed in popular media) and the site's initial user experience. For the latter, we focused on the role of social bootstrapping, importing contacts from one social site to another. We conducted a survey study, finding that: perceptions of Pinterest among users and non-users of the site differed significantly; trying Pinterest led to substantial changes in user perceptions of the site; social bootstrapping affected users' initial impression of Pinterest, generally improving it for women and harming it for men. We present implications of our findings for design and research.
Article
An encouraging aspect of the results from this study is that they are actionable. Ideally, more schools will work to reduce class sizes, particularly in large introductory computer science and STEM courses. If that's not an option, labs and discussion sections should be small to create an environment where students feel comfortable engaging. Harvey Mudd, which measured little gender-based confidence gap in our initial study, offers different introductory computer sciences classes based on experience. Students new to computer science do not take the same introductory classes as (mostly male) students with years of coding experience. Technology can also help by enabling anonymity. Research by Jong et al. found that anonymity increased classroom participation rates and improved learning performance. They wrote that “by using a system that helps group members conceal their identities, students are less affected by interpersonal relationships and peer pressure and are therefore more willing to participate fully in discussions, learning more from the process as a result”. There are numerous issues contributing to the gender gap in technology fields: women graduate in fewer numbers with computer science and engineering degrees, are hired in fewer numbers into technical roles by leading technology firms, and are less likely to stay in their fields. Research like this lends a window into specific actions school instructors and administrators can take to begin minimizing that gap. Reducing class sizes is a start, but should not be the end.
Article
In recent years, research into gender differences has established that individual differences in how people problem-solve often cluster by gender. Research also shows that these differences have direct implications for software that aims to support users' problem-solving activities, and that much of this software is more supportive of problem-solving processes favored (statistically) more by males than by females. However, there is almost no work considering how software practitioners—such as User Experience (UX) professionals or software developers—can find gender-inclusiveness issues like these in their software. To address this gap, we devised the GenderMag method for evaluating problem-solving software from a gender-inclusiveness perspective. The method includes a set of faceted personas that bring five facets of gender difference research to life, and embeds use of the personas into a concrete process through a gender-specialized Cognitive Walkthrough. Our empirical results show that a variety of practitioners who design software—without needing any background in gender research—were able to use the GenderMag method to find gender-inclusiveness issues in problem-solving software. Our results also show that the issues the practitioners found were real and fixable. This work is the first systematic method to find gender-inclusiveness issues in software, so that practitioners can design and produce problem-solving software that is more usable by everyone.
Article
Is it time to take a break from feminism? In this pathbreaking book, Janet Halley reassesses the place of feminism in the law and politics of sexuality. She argues that sexuality involves deeply contested and clashing realities and interests, and that feminism helps us understand only some of them. To see crucial dimensions of sexuality that feminism does not reveal--the interests of gays and lesbians to be sure, but also those of men, and of constituencies and values beyond the realm of sex and gender--we might need to take a break from feminism.Halley also invites feminism to abandon its uncritical relationship to its own power. Feminists are, in many areas of social and political life, partners in governance. To govern responsibly, even on behalf of women, Halley urges, feminists should try taking a break from their own presuppositions.Halley offers a genealogy of various feminisms and of gay, queer, and trans theories as they split from each other in the United States during the 1980s and 1990s. All these incommensurate theories, she argues, enrich thinking on the left not despite their break from each other but because of it. She concludes by examining legal cases to show how taking a break from feminism can change your very perceptions of what's at stake in a decision and liberate you to decide it anew.
Article
Since the days when women first began entering the work force scholars have studied perceived gender differences related to motivation in organizational settings. This paper first presents a brief overview of motivation theory and then examines the literature tracing gender related motivation-to-manage as it evolves through the 1950s and 1960s to the present. Studies have produced conflicting results with some finding that men have more motivation-to-manage then women and other studies finding the opposite. Such differences appear to be small and closely related to subordinate status and role stereotyping.
Article
Purpose We present a study about gender differences in the climate change communication on Twitter and in the use of affordances on Twitter. Design/methodology/approach Our dataset consists of about 250,000 tweets and retweets for which the authors’ gender was identified. While content of tweets and hashtags used were analyzed for common topics and specific contexts, the usernames that were proportionately more frequently mentioned by either male or female tweeters were coded 1) according to the usernames’ stance in the climate change debate into convinced (that climate change is caused by humans), sceptics, neutrals and unclear groups, and 2) according to the type or role of the user account (e.g. campaign, organization, private person). Findings The results indicate that overall male and female tweeters use very similar language in their tweets, but clear differences were observed in the use of hashtags and usernames, w