Showing posts with label Women. Show all posts
Showing posts with label Women. Show all posts

Thursday, March 8, 2018

Six Months On, Six Months Off: My Experience of Maternity Leave in Tech

Today, my second child, Henry, turns one. I went on maternity leave for six months when he was born, which means I have also been back for six months. I was a grad student when I had my first baby, so life was pretty different then. Being International Women's Day in addition to Henry's birthday, it feels like a good time to reflect on my experience this time around.


Henry eating a cupcake at his daycare's birthday celebration.

In no particular order, here are some thoughts about my six months off:

  • I felt pretty useless the first 6-8 weeks, recovering from a repeat c-section after 50 hours of labour towards a failed VBAC.
  • Everything was changing on my team when I left, big time. We had a new team lead who was amazing, but this fact gave me all kinds of feels as I was more or less 'in charge' until then. 
  • I kept close tabs on the goings-on of the team while I was away. Slack was part of my regular social media rounds. I even contributed with tangible work here and there when there was something I could help with or that I was really invested in.
  • I managed to get a lot of reading done during my leave and that felt really good.
  • I missed the office (the actual building in addition to the people there).
  • I decided I wanted to pursue technical leadership instead of people management as a career path.
  • I didn't have the motivation to go out to play groups or baby classes as I did the first time.
  • I didn't socialize much other than visiting with family. (It was great to visit my parents' pool patio for example, even if I rarely actually swam.)
  • Making lunch for myself sucked (we get free lunches at work).
  • I constantly asked my husband, who works at Shopify as well, what was going on at the office, what was for lunch, whether he brought my any dessert, etc.
  • I felt very grateful that I could take so much more time off than my American friends, and have my EI allowance topped up by Shopify the entire time.
  • My team sometimes joked that I never really left.
And some thoughts about my first six months back:
  • At first, I struggled with rejoining as an individual contributor on a team I had in some ways started and led for a while.
  • My husband was on leave for the second half of Henry's first year and he stayed completely disconnected from work by choice.
  • It was incredible how fast things had moved while I was away, and I can't imagine how far behind I would have been if I hadn't stayed connected.
  • I was happy to be able to jump back in quickly with work I was very familiar with from before my leave.
  • The first four months were difficult in terms of scheduling meetings, pumping sessions, and time with students whose schedules were very complicated. Some of my newer colleagues questioned my time management skills / commitment to quality.
  • Henry was a terrible sleeper the entire six months I was back at work (we only sleep trained him this past week and before that waking up every two hours was a 'good' night). I was running on near empty and had nothing left to give outside of work.
  • I missed carpooling with my husband and eating lunch with him, but also enjoyed the slight increase in schedule flexibility knowing he could pick up our daughter from school. It was also nice to eat with teammates and get to know them.
  • I'm finding myself wanting to wean in the near future, despite having nursed my daughter until she decided to stop on her second birthday.
  • I had a hard time enjoying Henry during these months, largely due to sleep deprivation and perhaps being away from him most of the weekdays. But that's back on track now that I am sleeping!
So many feels, this whole baby thing! I'm incredibly grateful to have had this experience while working at Shopify, which appears to be one of the best tech companies in this regard.  However, it's easy to see why being on leave for any number of months, let alone a whole a year, can hurt someone's career. Our society definitely needs to continue figuring out how to balance to scales for folks who leave to care for family, and to encourage men to take leave as often as women.

Friday, October 13, 2017

GHC17 / Changing of the Guard: Welcome to the New ABI President and CEO

At the opening keynote of this year's Grace Hopper Celebration, eighteen thousand technical women got to meet AnitaB.org's new President and CEO, Brenda Darden Wilkerson. She introduced herself as a warm, eloquent, and passionate lady. She and outgoing CEO Telle Whitney made a touching video in which Telle passes the proverbial torch to Brenda, heralding an exciting new era for the organization.

***

I have had the great pleasure of getting to know Telle over the last number of years. A talented computer scientist, she took on the commitment of heading up the then-called Institute for Women and Technology in 2002 when her dear friend Anita Borg fell ill. Though CEO might not have been a role she expected to have, Telle embraced the challenge and lead the institute through incredible growth and impact.

I first met Telle when I was assigned as a Hopper volunteer for an ABI advisory board meeting during Grace Hopper in 2010. I was then invited to be part of the board and got to know Telle more over the years. Some of my fondest memories of her are on the dance floor, where she was always ready to bust a move with me like we were the best of friends.

***

I had the chance to meet Brenda Tuesday night before GHC started. The ABI advisory board no longer exists, but I had the chance to attend the Systers leadership dinner with the Anita|Bees committee. Brenda addressed our relatively small group with such warmth that I couldn't help but immediately like her. That she has such an impressive background, and founded the original 'computer science for all' initiative, just makes it all the better.

I'm also tickled that we had a bonding moment over breastfeeding. I was nursing my six-month-old Henry when she was going to introduce herself. After noticing what I was doing, she told me about her own experiences with her babies. I love connecting with folks on a personal level like that, no matter how "high-up" they are.

***

I think everyone can agree that great things lie ahead for AnitaB.org. I hope that Telle enjoys her well-earned retirement, and I hope that I'll have a chance to dance with Brenda someday as well.

If you'd like to learn more about Brenda, check out her interview on the AnitaB.org website.

Tuesday, November 22, 2016

GHC16 / What Are Tech Tools Doing That The Best Diversity Initiatives Aren't?

How can software help companies recruit and hire more diversely? Erica Joy Baker, Laura I. Gomez, Stephanie Lampkin, Liz Kofman, and Aline Lerner tackled this question on a panel at Grace Hopper this year. Most came from the perspective of creating the tools or working in tech, and one came as a social scientist studying the problem. It turns out that technology can do a lot, from removing biases to helping employees find good matches in prospective employers.


Here are my live notes from the session, edited slightly since I took them.

- we'd like to have the tech to kill the resume and allow for anonymous processes where everyone is evaluated the same
- what drives behaviour change? show candidates what's really going on in companies
- "I don't believe in unconscious bias training. I believe in results."

- compelling to see results of a fairer, more competitive process
- many challenges in academic research: one group, no change, another group, huge difference (why?); the more data we have, the more we can figure out what's really going on
- early feedback is that demystifying 'the pipeline' idea has been valuable

- technical interviewing it totally broken; interviewing as a process is as effective as putting names on a dartboard and throwing the dart (this is especially true of unstructured interviews, which have no correlation to success outcomes; structured interviews have a tiny amount of correlation)
- competency-based interviewing helps structure interviews as well as check later whether the interview ended up being a good predictor of future performance; issue is that managers don't know what competencies matter, so hand-holding in that regard is needed
- big companies need to have the same vocabulary and awareness of where the issues are

- want companies to dissect what makes a high performing employee, then capture that about a candidate; again, because traditional interviewing sourcing process is broken; need chances to capture data in soft skills, behaviour science, neuroscience...

- hiring processes are antiquated; why haven't we seen much innovation in this space?
- change is hard partly because those responsible for letting folks into the pipeline don't have the skills they're recruiting for; they have the wrong incentives

- anonymizing applicants: is this the same as that Wall Street Journal author's suggestion, which made many women and other feminists upset?
- even when we remove the name, there are other indicators; how you write can identify you, even when what you said doesn't change
- anonymization doesn't take away identity; it lets folks look at us differently

- audience question: should companies be aiming to improve diversity? how will anonymization help them identify those candidates?
- yes, there are companies actively sourcing; mixed evidence on blind identity (may not help companies that were already trying); have to understand the context of the companies, each of which are so complex
- not as simple as sourcing underrepresented groups; need efforts to improve the process and give resources to those that don't have them
- recognize that we do have biases, and give tools to interrupt them

- audience question: has bias affected how much funding your companies have received?
- bias toward funding previously successful founders, even though data shows this isn't a good indicator of success
- needs to be more examples of success because there's a lot of pattern matching going on
- Stephanie: need to set the example as a young gay black woman, farthest from an old white man as you can get
- having a personal brand ended up helping some of the panellists (though not deliberate); e.g doing a lot of writing on the broken hiring process and sharing data

Sunday, October 30, 2016

GHC16 / Building a Better Classroom: Lessons from Ed-Tech

One of the panels I attended at this week's Grace Hopper Celebration featured women from various companies engaging in ed tech, whether as their sole purpose or as a smaller part of their mission. Panellists included Prachie Banthia (moderator, Google), Lauren Janas (Microsoft), Stephanie Killian (Knewton), Jen Liu (Quizlet), and Sha-Mayn Teh (Teachers Pay Teachers).

iPad

The panel began with a discussion of the challenges in getting classrooms to adapt ed tech. Unsurprisingly, cost and difficulties in rolling it out topped the list. Then each panellist discussed what problems specifically they are trying to solve:
  • Learning can be static, tedious, and boring. Quizlet makes it more fun. Most users are middle and high schools using it for language learning, math science, etc. Some adults use it too, for things like med school and even bartending. Today, their focus is on K-12.
  • Knewton focuses on the problem in ed of 'one size not fitting all.' Standard models of education treat everyone the same (curriculum, pace).
  •  Some teachers were really focused on using tech in the classroom, e.g. to scale learning to class sizes of 45. Google Apps tries to support and reach the majority of teachers that aren't currently doing this.
  •  MS Office Mix supports developing materials for flipped classrooms. You can record yourself talking over a PowerPoint presentation, include quizzes, and distribute to students. The software provides analytics to improve lessons and see how well students are learning.
  • Teachers Pay Teacher helps teachers search for the right resources quickly.
Another one of the challenges faced by creators of ed tech is surviving the peak time of back-to-school. Advance planning is required to figure out how to scale the load capacity based on projected numbers of students. Launching any time after August 1 is really like launching the following year on August 1, because you've missed the critical window for adoption. The holiday season is the down-time, and that's where fixes and be made.

So how do these panellists view adoption of ed tech? They say tech in schools is fragmented, and so it is difficult to target a particular platform. It is very important for a company to earn the trust of teachers and administrators. Teachers are reluctant to test things on students. Too much setup time will make adoption harder: class time is precious. You have to make the barrier to entry as low as possible. And, of course, there are many issues around school networks / wifi. 

When it comes to the fear that ed tech might be trying to replace teachers, the panellists say this isn't the case; they want to empower teachers. Some call themselves teacher-preneurs and they all have such passion, and find creative ways to use technology to make their point with students.

A controversial question: are larger companies like Google and Microsoft more likely to succeed than the smaller companies, thanks to their resources? Having a lot of spare resources does give bigger companies a leg up. Smaller companies with education as a core product need to find a revenue model, which is challenging. Enterprise partnerships can help. All agree that it is good having the larger companies there, but also the smaller disrupters. Large companies have scale, and people already know how to use their products. Even still, monetization is hard for everyone (even Google struggles with this still). Smaller companies have the advantage when it comes to the ability to disrupt: Google can't take a pedagogical stance (65 million users whose trust can be lost), but smaller companies can.

Friday, October 21, 2016

GHC16 / Lyndsay Pearson on Valuing Inclusive Game Design

Invited technical speaker Lyndsay Pearson spoke at Grace Hopper this week about inclusive game design. Lyndsay has, as she puts it, grown up with The Sims, having working on the game in various capacities since nearly the beginning of the franchise. She shared some universally applicable advice on inclusive game design while sharing examples from The Sims.


By Dinosaur918 (Own work)

The first lesson, of course, is that the players are out there. Long gone are the days of believing all players are high-volume males in their late twenties whose central hobby is gaming. With such a huge diversity in players, there's an opportunity to develop games for even more inclusive audiences. To do that, we need to expand beyond the current factors most values in games: time, money, and number of games played.

So what can we do? Respect all players, invite different opinions, and intentionally build relatable experiences.

Respect All Players

Respecting players means truly recognizing them and their diversity. Coming to a game for a different reason that "most" gamers doesn't make you less valuable. Designers should ask themselves: how can I continue to connect with that player and relate to them? First impressions matter, which is why The Sims offered more options for body type and so on in their character creation.

Invite Different Opinions

The thing is that you have to do this even when it's uncomfortable. "We need to help bring people in and help them not bounce out," as Lyndsay puts it.

One example of this is ensuring you tune yourself to cultural sensitivity. For example, the Sims team learned that women were not allowed on game boxes in Saudi Arabia. Despite the fact they really didn't want to, they created a box with all men so that the game could be sold, and still be accessible in all the same ways to people in that country (especially women!).

Another example is religious sensitivity. They thought The Sims was good at avoiding overtly religious objects, but they later realized that the ghosts and voodoo dolls they included in the game also have religious origins. Thus, they realized were actually consistently inconsistent in this area. They had to own the fact they had no clean line and try to make decisions as consciously as possible.

The bottom line is that you need to get uncomfortable with these kinds of conversations. Do know that you get better at it the more you do it, though.

Build Relatable Experiences

Connect, relate, and interact with current world experiences. What's going on in the world that can be incorporated into the game? A nice example is finally incorporating women's team into the FIFA game. When they decided to do that, they became fully invested, considering all kinds of new possibilities, like a player leaving partway through a season to have a baby. The Sims also now has much more fluidity in its gender selection, helping break gender norms as we are trying to do in real life.

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Lyndsay gave us a lot to think about when it comes to designing inclusive games, but as she pointed out, the lessons apply to all software design. Let's all make sure to keep these things in mind in our own endeavours.

Sunday, September 18, 2016

HLF2016 / Spotlight on Preethi Srinivas: HCI Researcher Improving Coordination and Communication in Hospital ICUs

This blog post originates from the Heidelberg Laureate Forum Blog. The 4th Heidelberg Laureate Forum is dedicated to mathematics and computer sciences, and takes place September 18-23, 2016. Abel, Fields, Turing and Nevanlinna Laureates will join the forum and meet 200 selected international young researchers.

Meet Preethi Srinivas, our next featured young researcher in a series about some of the women attending this year’s Heidelberg Laureate Forum in September 2016.

Photo courtesy of Preethi Srinivas

Preethi is currently wrapping up her PhD at Indiana University School of Informatics and Computing and is originally from Chennai, India. She is also a Senior UX Designer at Regenstrief Institute Inc.

Preethi’s dissertation work has the potential for making a huge impact on communication in hospital intensive-care units. Notes made on paper and synchronous communication in ICUs can lead to issues in awareness and coordination. Preethi proposes a method for “rapidly generating, managing, and sharing clinical notes and action-items among ICU providers” as well as a “visual and tactile notifications system that induces minimal interruptions to an ongoing activity.” Long term, her research provides novel guidelines for mobile communication tools for ICUs. She says she is “proud of this little accomplishment although this research is a small, design-based contribution to the medical and HCI communities.”

As for many graduate students, Preethi’s ultimate success comes from learning to embrace failure. She also learned that it’s ok to switch projects if you aren’t engaging sufficiently with your current research direction.
I started my PhD program working on a research project that seemed to work well, but I soon learnt that I was not meant to be working on the project since I did not really find myself interested, even though I was working hard. This experience taught me that one of the huge factors to research is involvement or drive to being committed to a project. I soon moved onto another project that kept me committed, without which I would have never made as much progress as I did.
As someone who switched topics completely between Masters and PhD, and who went through a few project ideas before settling on a thesis topic for my PhD, I can relate to this completely!

Preethi is excited for HLF for the opportunity to interact with some of the world’s best and most passionate researchers. The forum’s interdisciplinary nature is also very appealing. She hopes to receive some great advice from fellow researchers on how to embark on independent research post-PhD, and is “looking forward to making new friends with whom I could potentially collaborate in future.” Plus, she loves to travel, and who wouldn’t want to visit such an interesting city as Heidelberg!

I believe you won’t be disappointed in the city nor the forum, Preethi. Looking forward to seeing you there!

Stay tuned to meet other young researchers, a special post about mentors, and the advice our featured women want to share with others.

Thursday, September 8, 2016

HLF2016 / Spotlight on Hana Khamfroush: Research Associate in Wireless Communications and Networking

This blog post originates from the Heidelberg Laureate Forum Blog. The 4th Heidelberg Laureate Forum is dedicated to mathematics and computer sciences, and takes place September 18-23, 2016. Abel, Fields, Turing and Nevanlinna Laureates will join the forum and meet 200 selected international young researchers.

Meet Hana Khamfroush, our next featured young researcher in a series about some of the women attending this year’s Heidelberg Laureate Forum in September 2016.


Photo courtesy of Hana Khamfroush

Originally from Sanandaj in north-west Iran, Hana has a PhD in telecommunications engineering and currently works as a research associate at Penn State University in the United States.

Hana’s PhD focused on applications of network coding for geographic communications in dynamic wireless networks. Her Masters was on reducing energy consumption of routing protocols in wireless sensor networks. Hana’s current work looks at security and recovery issues of interdependent networks. More specifically, she says, “I work on modelling and analyzing cascading failures in interdependent networks and network recovery after massive disruptions.”

Hana’s proudest accomplishment is impressive indeed: she was named as one of the rising stars in electrical engineering and computer science (EECS) by MIT in 2015. But despite such an amazing background, success did not always come easily. It was, at times, difficult to maintain motivation and perseverance as a graduate student.
I think the biggest lesson I learned from my PhD was to stay patient and work hard toward your goals, and be sure that “Hard work pays off.” I learned not to get disappointed by defeat, instead to learn from them and always have hope for better results. In the first two year of my PhD, I was not getting very promising results for my research and I didn’t even like what I was doing. I kept working harder and changed my research topic. The last year of my PhD was the best; I got many papers accepted and it felt like everything changed! I learned a lesson: I am the only one who can help myself, so I solved my problem by finding a more interesting research problem! Don’t wait for others to help you, change your status by yourself.
For HLF, Hana is particularly excited about the positive energy she finds at any conference or academic gathering. HLF is an even more amazing opportunity since she’ll get to meet some amazing new role models. She says, “it is very exciting to meet with those who were internationally known for their scientific contributions, and who actually made a change to the world.” She expects to learn a lot and bring back the positive energy when she returns home.

Hana is also looking forward to meeting other young researchers in her field. If you share research interests, don’t be afraid to reach out and say hello!

Keep up your amazing work Hana, and see you in Heidelberg!

Stay tuned to meet other young researchers, a special post about mentors, and the advice our featured women want to share with others.

Thursday, August 11, 2016

HLF2016 / Spotlight on Helen Wauck: HCI Researcher Studying Spatial Skills Training with Games

This blog post originates from the Heidelberg Laureate Forum Blog. The 4th Heidelberg Laureate Forum is dedicated to mathematics and computer sciences, and takes place September 18-23, 2016. Abel, Fields, Turing and Nevanlinna Laureates will join the forum and meet 200 selected international young researchers.

Meet Helen Wauck, first to be featured in a series about some of the women young researchers attending this year's Heidelberg Laureate Forum in September 2016.

Photo courtesy of Helen Wauck

Helen is a PhD student at the University of Illinois Urbana-Champaign, where her work centers on human-computer interaction. Her research, as she explains it, is on the cognitive side of a rather broad field.
I study how to use video games to train spatial skills. Spatial skills are crucial for success in STEM disciplines, so figuring out the best way to train them is very important for lowering the barrier to entry into these fields, especially for populations that typically have lower spatial skills, such as women and ethnic minorities. Some existing commercial games are very effective at training spatial skills (Portal 2 and Tetris, for example), while others, including cognitive training games like Lumosity and Dual N-Back, are completely ineffective. The goal of my research is to determine what specific game features contribute to the effectiveness of a video game for spatial skill training.
Helen's proudest accomplishment so far was to win the "United States' National Science Foundation's Graduate Research Fellowship (NSF GRF), a prestigious fellowship that grants recipients three years of generous funding and international research opportunities." The application process included a proposal for a multi-year research project, and despite not winning the award the first time she applied, she worked hard and won the second time around. As Helen says, "It's really encouraging that not only my advisor but the NSF has faith in my ability to carry out this research topic and that it's worth researching."

Of course, life as a graduate student hasn't been without its challenges. For example, Helen attended a liberal arts college and therefore took fewer computer science courses than many other undergraduates would have. At first, this left her feeling like a second-class citizen in her graduate program, but over time she came to realize that, in fact, everyone has come from wildly varying backgrounds. Even better, she eventually saw how her multidisciplinary background gave her an edge when it came to communicating her research effectively.

Like all participating young researchers, Helen is very excited for her upcoming trip to HLF:
I'm very excited to meet the other young researchers from around the world and hear about their experiences in their programs. Human-Computer Interaction is a very different field from many of the more systems- and math-oriented computer science subfields. The perspectives I get from researchers coming from all sorts of different backgrounds in computer science and mathematics will be very different from the perspectives I usually have access to in my field, especially given the heavily international nature of the HLF. I hope to meet lots of fellow researchers whose experiences can give me new insight into how I might direct my own graduate school experience, and who I can hopefully maintain contact and friendships with after the conference is over! I'm also very curious to hear this year's laureates speak about their research process and how they overcame the challenges that were thrown their way; it's so rare to have an opportunity to meet these incredibly successful researchers face-to-face and hear their personal stories.
Congratulations on your accomplishments, Helen, and we look forward to meeting you in September!

Stay tuned to meet other young researchers, a special post about mentors, and the advice our featured women want to share with others.


Wednesday, March 23, 2016

Annedroids: A STEM Show with a Positive Impact on Girls

Some time ago, I shared info about a STEM show that premiered on TVO back in 2014: Annedroids. Recently, the show's PR specialist followed up with me to share some really interesting research about the positive impact the show has had, which I'd like to share here.


A recent study led by the International Central Institute for Youth and Educational Television (IZI), involving 301 girl and boy participants from the United States of America and Canada, revealed the following: TVO’s and Amazon Prime’s show Annedroids helps increase self-esteem, foster interest in STEM (Science, Technology, Engineering and Math) in girls, and reduce gender stereotypes in girls and boys.

The need for positive role models for girls in STEM areas

There is still a considerable degree of catching up to do in regards to fostering interest in STEM subjects, especially among girls. As scholars have noted, the reasons why girls don’t get interested in STEM issues and don’t choose their professions from among STEM areas to the same extent as boys are complex. The stereotypical assumption that STEM is – by gender – a strength of boys, still prevails and there is a need for positive role models to demonstrate that girls can be competent in science and technology fields. The media, especially children’s leading medium, television, can play a key role in this respect, but so far it is still an exception that girl and woman characters apply technology at all. Unfortunately, children’s TV overall misses its gender equality mission especially in what concerns STEM. One of the few exceptions: Annedroids, a series showcasing 12-year-old Anne who builds and operates androids and robots. Together with her lively and slightly overweight friend Shania and her Afro-Canadian friend Nick, she experiences various adventures with the technical companions. In every episode, the humorous and child-appropriate plots pick up a STEM-relevant topic.

A study in the U.S. and Canada

In a recent study led by the International Central Institute for Youth and Educational Television, research was conducted with 301 6-to-12-year-olds (U.S. N=203, Canada N=98). The children watched two episodes of the Annedroids series. Before and after watching these episodes, they filled out questionnaires assessing their attitudes toward STEM and girls, positioning in regards to gender stereotypes, specific scientific knowledge, and interest in having various jobs in the future. With open questions and drawings, children gave feedback on the show and its characters.

The results of the study give clear indication that the program Annedroids helps increase children’s interest for STEM issues, with girls in particular benefitting in the process. This is because children have an opportunity to see in this TV series girl characters who are interested in STEM, are skilled in operating new technologies, and are good at problem-solving, and because these characters can serve as role models for girls. Thus, the program makes STEM issues accessible to children by providing access to knowledge that is more restricted for girls than it is for boys due to their gender-specific socialization. The study further suggests that regular viewing of the programs can help reduce gender stereotypes by promoting gender fairness and equality in regards to STEM education and professions – for a small (yet statistically significant) number of children this was the case after watching just two episodes.

Dr. Sorin Nastasia, a contributor to the research and a professor at Southern Illinois University Edwardsville, states: “The Annedroids series is successful by featuring fictional characters who show that it is possible to be enthusiastic about and competent in science and technology regardless of gender, colour of the skin, or other social factors.” The lead researcher in the study and director of IZI, Dr. Maya Götz, concludes: “The show offers girls the inspiration that they can be what they want to be and can use technology to make this world a better place.

Episodes of Annedroids are available on tvokids.com and on air on TVOKids Wednesdays at 6:30 pm (episodes repeat on Saturdays at 11:00 am and Sundays at 12:30 pm).

Tuesday, February 16, 2016

Rana el Kaliouby and Tracy Chou's Formative Moments

As a belated celebration of #WomenInSTEM day, I wanted to share a couple of really great videos (and below explanation) shared with me. Enjoy!

Expanding the number of women pursuing careers in computer science is an ongoing challenge, partly because female tech leaders are underrepresented in the media. But Reddit and Google Cloud Platform are working to highlight the achievements of high-profile female tech pioneers, through a new web series called Formative.

The premise is simple: Formative invites tech innovators to share the one “formative” moment behind their success. The guests are nominated by Reddit’s Entrepreneur community, a group of over 170,000 members, who suggested innovators not just in business, but also in education, the arts, and science.

The series’ second episode features Rana el Kaliouby, the Chief Strategy & Science Officer at Affectiva. El Kaliouby shares the personal journey behind her start-up success—leaving Egypt to attend Cambridge and MIT, where she worked on developing wearable high-tech glasses for individuals with autism.



In the fifth episode, Tracy Chou, a software engineer at Pinterest, shares the story behind her decision to pursue computer science, and how she brought Silicon Valley hiring practices to the center of a national conversation about diversity in tech.



All episodes of the Formative series are available now on Reddit’s YouTube channel.

Wednesday, February 10, 2016

First Canadian Celebration of Women in Computing (CAN-CWIC)

For the first time ever, I attended a women-in-computing conference with absolutely no student affiliation whatsoever (I recently de-registered from my PhD for the time being). But that's not what made the first ever Canadian Celebration of Women in Computing special; not exactly. The thing I really, really enjoyed was spending time with my past students and colleagues from my time at Carleton.

I went to the first ever local ACM-W celebration held in Ontario way back in 2010. At the time, it was the Ontario Celebration of Women in Computing. I was doing the student thing full-force at that event, with two posters and one talk that covered both research and our Women in Science and Engineering group. Since then, other local celebrations cropped up around Canada until this year, when they amalgamated into CAN-CWIC.


The format of CAN-CWIC was similar to what ONCWIC did years ago: dinner, keynote, and social on Friday night with various talks and workshops on Saturday. At this year's banquet, I sat with an awesome group of mostly Carleton students and one lonely uOttawa student. And it was so nice. I loved catching up with everyone, and even had opportunities to give mentor-oriented advice.

The time I spent with my own former students made me realize that in fact most of the attendees were students. I would really love to see more industry representation, and not just to stand behind recruiting booths. I feel like more balance would meet provide more mentors and role models for the large student contingent. What could CAN-CWIC do to attract more industry professionals? Maybe looking at Grace Hopper's career tracks would give some ideas.


This year's tracks at the conference were interesting nonetheless. The speakers I saw were quite good. I particularly enjoyed Amber Simpson's talk on medical computing (more specifically, how image analysis can help with cancer diagnosis). It was also great to see Jennifer Flanagan, CEO of the Canadian STEM outreach non-profit Actua, talk about Actua's involvement in computing outreach. I'm really pumped about trying to team up and contribute to bringing computing education to all K-12 across Canada.

I do have some nitpicks about the conference location this year, the main one being that the space was too small and segmented. Hopefully next year's event can be in a larger, more thoughtfully laid out space. But my concerns are small in comparison to the impact conferences like this have. I hope CAN-CWIC continues to grow, and that it's somewhere awesome next year so I'll be enticed to go again. ;)

Tuesday, September 29, 2015

Online Communities are Why I'm Excited for GHC15

I've attended almost every Grace Hopper since 2008. The one exception was 2011, when I was too pregnant to fly. I found an old blog post about enjoying the conference from afar, where I reflected about being sad to be missing out once the conference started. Since I'll be missing this year as well, it's nice to re-read this:
Fortunately, the very thing that I have worked so hard to make awesome when attending GHC in the past is allowing me to enjoy this year's edition from afar: the online communities. 
I have a whole new appreciation for the many awesome posts on attendees' blogs and Twitter accounts. While seeing conversations between all the people I am missing out on meeting up with makes me feel sad, I also find myself vibrating with excitement with all the amazing things happening in Portland. From the wonderful keynote speakers to the fantastic panels to the neat e-textile workshop, this conference must be the best one yet.
While there is nothing at this year's conference on e-textiles (at least, not that I know of!), the conference is once again gearing up to be the biggest and best. Along with that comes our largest set of amazing volunteers ever – they will be giving their time as always to share the conference through our online communities. And so, the reason I'm excited about GHC15 is the fact that I'll have more blogs, notes, and tweets to enjoy from afar than ever before!
Perhaps I'll see you on Twitter this October (I'm @gailcarmichael), and we can share the conference from afar together!

Thursday, September 24, 2015

Beyond the Code: A Day of Diversity and Inspiration

Monday was a day of inspiration and diverse voices.  It was the second annual Beyond the Code conference in Ottawa, a labour of love for a group of volunteers mostly from Shopify.  As described on the official webpage, "Beyond the Code is a positive, solutions-driven conference for anyone interested in diversifying the technology sector. We’re building a supportive environment for underrepresented groups in tech, to help you build a fulfilling career and feel empowered to make positive changes in your community."

The speaker lineup this year was spectacular, and you can read my lives notes for a bunch of the sessions.

The keynote this year was Hilary Mason, lover of data, cheeseburgers, and apparently Red Bull pancakes.  Mason is a self-confessed optimist: she is a believer in technical progress and in the underlying goodness of humanity.  In her talk, she focused on technology, organizations, and people.  Some of the biggest takeaways for me included that data is exciting, machines are getting more creative, and people aren't fungible.


My job at the conference was to introduce workshop speakers and see if they needed any help.  The one I participated in most was a design thinking workshop lead by Barbara Spanton of Macadamian.  It was a really well organized workshop that had participants work through each stage of design thinking to design a new wallet for their partners.  The prototypes everyone created were really quite good!



All the other speakers I saw were equally as awesome – like Kelly Shearon, who taught us how to better value the "less technical" roles on our teams, Safia Abdalla, who shared her insights on how to effectively teach, and Jen Myers, who shared her wisdom on how to be awesome.  The closing panel of the conference, however, was a perfect way to wrap up the day.

Lead by Cate Huston, the panel featured Omosola Odetunde, Kat Li, Tai Dickerson, Lori Olson, and Marco Rogers.  The coolest thing about it was that it did not cover only women as a diversity issue, but also issues of ethnicity, sexuality, gender, etc.  Cate did a really good job of starting where most panels end, and pushing discussion of the issues further than usual.  For example, instead of the conversation devolving to be all about the pipeline, panellists talked about not just hiring, but retention as well.

Again, you can check out my live notes for the conference, which include quite a bit on most of these talks (only the workshop is missing).  Be sure to watch for next year's Beyond the Code, which I hear might even have a new location.  Hope to see you there!

Friday, August 28, 2015

HLF2015 / John Hopcroft, Diversity, and One of the First Computer Science Courses

This blog post originates from the Heidelberg Laureate Forum Blog. The 3rd Heidelberg Laureate Forum is dedicated to mathematics and computer sciences, and takes place August 23-28, 2015. Abel, Fields, Turing and Nevanlinna Laureates will join the forum and meet 200 selected international young researchers.

I've long had a special interest in computer science education. I recently worked as a full time lecturer for two years, and I have been designing and delivering outreach initiatives for more than seven. So when it came time to request interviews with this year's HLF Laureates, John Hopcroft, who created one of the world's first computer science courses, caught my attention.

I began our conversation by introducing my interests in education, and right away Hopcroft pointed out that there is so much talent distributed around the world, but that educational opportunities are not so widely available. This has been in the case in China, for example, where Hopcroft has been working; he says their educational system needs help, and they know it. Of course, improving education everywhere is important. Hopcroft points out that as we move more and more into an intellectual economy, we need to better prepare our workforce.

John Hopcroft during his lecture at #hlf13 ©HLFF // C.Flemming - All rights reserved 2013

For me, this means ensuring that we educate everyone with at least the basics of computing. Right now, the field of computer science is not very diverse. For example, in the United States, according to the National Centre for Women & Information Technology, only 18% of computer and information science bachelor degrees went to women in 2013, and women made up only 26% of the computing workforce. Hopcroft suggests that one factor in a rather complicated issue is that women seem to want to help people, while men are satisfied by learning more abstract things. This idea validates my own theory that many men are often happy to primarily learn about the tools of computing (code, hardware, etc) for the sake of it, while women tend to want to know what you can do with these tools.

So what was the diversity like in Hopcroft's very first computer science class? Understandably, he wasn't really aware of diversity at the time. After all, there was enough to worry about, like figuring out how to teach one of the world's first courses on computer science despite having a background in electrical engineering. Ed McCluskey asked Hopcroft to teach the course, and in doing so, Hopcroft found himself becoming one of the world's first computer scientists. This lead him to be at the top of the list whenever anyone needed a computer scientist for, say, an important committee, thus giving him opportunities that for most disciplines wouldn't be possible until close to retirement. Hopcroft admitted he feels lucky for the way things worked out, and credits Ed for making it possible.

After learning that Hopcroft's first courses covered automata theory, I wanted to know what he thought the best computer science teachers do more generally. He told me he went into teaching because of the impact his many world-class teachers had on him at every stage of his education – he wanted to do the same. To be a great educator, he told me, it is not about the content, which anyone can specify. The single most important thing is to make sure your students know you care.

I was curious what Hopcroft thought of recently proposed active learning techniques like peer instruction and flipped classrooms. He said he didn't have any experience with them, so couldn't really comment. However, he did reveal that he still uses the blackboard during lectures – that way, he can change his lecture on the fly according to student needs. I pointed out that this could be considered a form of active learning, as there would be a feedback loop in the classroom. He did point out that techniques like the flipped classroom have some hidden concerns. For example, one must consider the credit hours a course is worth. If you are shifting what was done during lecture into videos or reading ahead of time, are you adding more pressure to the students' time?

I quite enjoyed my conversation with Hopcroft, and will leave you with some advice that he gives his students. Don't focus on what your advisors have done in their careers; their work was done in an era where the focus was on making computer systems useful. Look instead to the future, when we will be focussing on doing useful things with computers.


Thursday, August 27, 2015

HLF2015 / Foghor Tanshi – This Year’s Women In Technology Pass-It-On Award Winner and HLF Attendee

This blog post originates from the Heidelberg Laureate Forum Blog. The 3rd Heidelberg Laureate Forum is dedicated to mathematics and computer sciences, and takes place August 23-28, 2015. Abel, Fields, Turing and Nevanlinna Laureates will join the forum and meet 200 selected international young researchers.

The Anita Borg Institute is a non-profit organization "on a quest to accelerate the pace of global innovation by working to ensure that the creators of technology mirror the people and societies who use it." For many years, ABI has supported women in technology through programs like the Grace Hopper Celebration of Women in Computing and through research.

One of ABI's initiatives is called Systers, originally a mailing list for women in systems computing and now a community for all women in technology. Today, Systers donate money to help supportPass-It-On Awards, "intended as means for women established in technological fields to support women seeking their place in the fields of technology." Each award winner has a moral obligation to somehow pass the benefits of the award on, broadening the its impact.

One of this year's Pass-It-On winners is Foghor Tanshi, a Nigerian researcher currently teaching at the Federal University of Petroleum Resources. Tanshi received financial support for travel to this year's Heidelberg Laureate Forum, where she hopes to launch her research career.

I asked Tanshi a few questions about her involvement with computer science, and would like to share some of her answers here.

Image courtesy of Foghor Tanshi

Gail Carmichael: Why did you get interested in computer science?

Foghor Tanshi: Because it is a field that easily finds application in a variety of other fields of endeavour. This particularly appeals to me because I enjoy applying my knowledge to new challenges.

GC: What is your research area? What made you interested in it?

FT: I have broad interests in machine learning applications in natural language processing and robotic motion and vision. This was inspired by the most basic need for machines – they make work easier. I am therefore interested in these interconnected research areas because they enable the development of collaborative and assistive technologies for humanity, e.g language-based teaching aids, human-robots collaborative manufacturing systems, etc.

GC: You also have an interest in computer science education. Can you tell me more about that?

FT: I am presently a computer science educator and plan to continue for most of my life because I am interested in inspiring – by any available means – more students (especially female Nigerian students) to use its techniques to solve problems. This is because of the fact that computer science tends to play an important role in the achievement of flexible solutions.

GC: What made you want to come to HLF?

FT: As one pursuing a career in research, it promises an opportunity to network and acquire vital information from Laureates in computer science and mathematics that would launch the next stage of my career. It would also provide an opportunity to share my research and meet potential collaborators, partners, mentors and friends.

GC: What was the role of the Systers Pass-It-On award in your ability to attend HLF?

FT: The Systers PIO enabled me make pre-travel and travel arrangements towards attending the forum.

GC: What are you most looking forward to at HLF?

FT: To re-live several years of knowledge and experience through the laureates. This would mean learning as much as possible within a short period of time; wisdom (for navigating a research career) that they acquired in a lifetime.



Tuesday, June 23, 2015

Keynote / Attracting Women to Computing and Why it Matters

I was invited to give the keynote for Women and Technology 2015, held at Carleton on June 19.  I spoke about women and computing.



I began with an exercise: how could we generate six different versions of a multiple choice midterm where the three options were scrambled differently on each of 30 questions? I gave some time to discuss the problem, then asked how many people realized this could be easily solved with code.  Of those with hands up, how many felt confident they knew how to write that code? (There were a few!) I mentioned that learning to code can help you automate the boring stuff you don't want to do manually (see, for example, the new book Automate the Boring Stuff With Python).

This lead me into a discussion of the kinds of computational thinking skills that learning to code can give you, and where those skills could be applied outside of coding.  But if these skills are so empowering, then why do so few people have them? And in particular, why are women so underrepresented?

The short answer, of course, is that it's complicated.  (It's not just a pipeline issue!) I shared a few of the factors involved, from gendered toys (see Riley's rant) to a sick tech culture.  I talked a bit about some of my own small contributions (e.g. my mini-course, Go Code Girl, Gram's House and CU-WISE).

I concluded with some homework: everyone should go forth and learn to code (or, learn some more).  If they could get to the point that they could feel positively about computing, it's a lot more likely they will encourage girls that show an interest in it to give it a go.  I hope you'll do the same. ;)

Tuesday, June 9, 2015

A Classroom Game to Teach Data Representation With Images

Our Gram's House team has been working on three classroom games designed to teach middle school girls about computer science principles.  One game intends to teach data representation by showing how images can be represented on computers with numbers.  Here are the current rules of the game.  These are not final—there are open questions about some individual rules, and we need to do more play testing with the target audience.  Feedback is most definitely welcome!

Materials

Each player will receive two pieces of paper.  The first will be hidden from the other player and contain an encoded image and the total number of black cells contained in the image.  The image will be different for both players.


The second page is a blank grid where the encoded image will be revealed over time.  This page will be placed on the table where everyone can see it.  Each player must copy the total number of blacks in her image onto this page.


Each player also needs a pen.

Rules

Players alternate turns, with the youngest going first.

On her turn, Player A calls out a row number and column number.  Player B then takes one of the following actions:
  • If the cell on Player B's publicly revealed image is blank, the colour of the cell will be revealed.
    • If the corresponding cell on Player B's hidden image is a 0, Player B places a dot inside the cell on the revealed image to indicate that the cell is white.
    • If the corresponding cell on Player B's hidden image is a 1, Player B colours the entire cell with her pen to indicate that the cell is black.
      • When the revealed cell is black, Player A gets to call a second row and column, which can be for the same cell or a new one.  This happens only once, and only when revealing a black cell for the first time.
  • If the cell on Player B's publicly revealed image is already revealed as a certain colour, a run of cells directly to its right is also revealed until the colour changes, or the row ends.
    • If the very next cell is a different colour, nothing new is revealed.
Winning the Game

A player wins the game if the public image of their opponent has all of its black pixels revealed first.

Example

Here is an example turn.  Player A is trying to reveal Player B's image.  Player B's publicly revealed and hidden encoded images currently look like this:


Player A calls "4, 2" which means she wants to reveal the cell at row 4, column 2.  Player B looks at her hidden encoded image and sees that the cell at "4, 2" contains a 1, so the cell needs to be coloured black:

Because a black cell was revealed, Player A gets to call an extra row and column.  Though not required, she decides to call "4, 2" again to see if she can reveal a run of blacks following the first one.  Player B sees that there are three more cells that contain 1 before the colour changes, so Player B colours in all three cells:


Player A's turn is now finished.

Monday, June 1, 2015

Early Designs for Classroom Games Teaching Computer Science Principles

We have been working on designs for three classroom games as part of our Gram's House story project.  Each game teaches a different computer science principle, and has three different forms: an abstract game, a game with a fictional context, and a game with a complete story.  We will eventually be comparing engagement and learning outcomes between the different versions, but for now we are focused on getting the game mechanics right.  What follows is a summary of the three games so far and some of the design issues we have been running into.

Algorithms

The first game is about writing and performing algorithms. Our learning objective is that players should be able to both create and understand an algorithm of clear and concise directions to solve a simple problem.


First Iteration: Before the game begins, clue bags and decoys are hidden in the space the game will take place in (around a classroom, in a hallway, and so on). The bags will be placed inside of and underneath existing objects to require more complex instructions to find them. Two teams compete in a relay race. One player writes precise, step-by-step instructions to lay out three objects in a clue bag in precise positions on the floor. The next player follows the instructions. Another player writes instructions to find a location on a map inside the clue bag. A fourth player follows the instructions. A fifth player writes instructions to assemble individual parts in a clue bag into a completed object. A final players follows these instructions. Finally, players race to the finish line with their completed objects.

Design Issues: Because the teams are working on the same problems, they must be separated into two different locations. A proctor is required to determine whether algorithm performers have followed the steps correctly and whether the steps have lead to the correct outcome. Because teams are not in the same room, the facilitating instructor cannot proctor effectively, resulting in a player having to do it. Players are only active when they are reading or writing algorithms in their leg of the race, resulting in excess downtime.

Second Iteration: We are working on a cooperative version of the relay race that will reduce player downtime significantly. The race will be done with two teams in two rounds. For each team, two players will work together to write instructions, one player will be the algorithm reader, and the last player will be the algorithm performer. At the beginning of a round, writers will work together to plan their algorithms within a time limit. The non-writers on the first team will begin reading and performing their algorithm. After watching the first team for a short period of time, players on the second team will begin reading and performing their instructions. Writers will continue to refine their instructions after they are fully performed until the performers successfully complete the task.

Data Organization

The second game is centred on the principle of data organization. Our learning objective is that players should be able to recognize different ways to organize data, and see how the organization will affect data retrieval. For example, finding information in data that is unorganized requires a linear search, while a binary search can be used when the data is sorted.

First Iteration: Players are required to search a set of cards to find a specific data point. A deck of cards is arranged face down using a different organization each round. Each team draws a target card, and tries to find a card that matches the data on the target. Players can turn over one card at a time, check it, and turn it back down if it is not correct. There is a score penalty for each card checked. In the first round, cards are arranged randomly in a row, forcing players to search linearly or randomly. In the second round, cards are sorted according to the type of data being searched, allowing players to discover binary searching techniques. In the third and final round, cards are grouped into categories based on the data being searched (for example, the groups might be A-D, E-H, and so on).

Design Issues: Although there are points involved, the game feels more like an activity. Students have to observe the sorting order and determine how to make use of it, but there aren't any interesting choices to be made. The first round with randomly ordered cards makes it clear that unorganized data is difficult to search, but is unfair in a game setting; there is a risk of disengaging players.

Second Iteration
: Our most recent idea for this game is unrefined, but holds some promise.  The game involves dividing a communal set of objects with varying properties across multiple dimensions (something like cards, or buttons) into individual piles.  Each player would get a target card that indicates the exact item in the pile she needs to find.  Using one of a hand of action cards, players would modify the piles on the table.  Her goal is to isolate the item she is looking for in a pile with only that item.  This will hopefully lead into a discussion about how to arrange data once so that it is easy to find any data.

Data Representation

Our final game shows players how images can be represented by computers. Our learning objective is that players should understand how images can be represented as numbers using different protocols. We also want players to understand the idea of compression using run-length encoding.



First iteration: Players will work on teams to transmit an image by encoding and decoding it in a relay. Before the game starts, players are asked to decide on a protocol they want to use during the game. In the first round, one team member takes a pixelated image and encodes it row by row by writing numbers according to the chosen protocol. The encoded version is taken to the next team member, who decodes the numbers back into an image within a time limit. The image is checked for accuracy. Players have an opportunity to discuss their protocols before repeating a second round using new images.

Design Issues
: Players spend most of their time doing the rote activity of filling in their images or writing out the numbers. The only interesting choice is in making the protocol to encode images with, but the choice of protocol is constrained by the information already given. While some time is given to improve protocols between rounds, but there is little to no in-game motivation to try something new.

Second iteration: We wanted to maintain a clear connection between numbers and an image, but centre the gameplay on interacting with individual pixels. Our second iteration is for two players and is inspired by Battleship. Each player has an encoded black and white image that she keeps hidden from her opponent, and a publicly displayed grid of unknown pixels where the encoded image will be revealed as a regular image. How many pixels are black in each image is also public. Each player's goal is to reveal the image of the other player. On her turn, a player announces a pixel coordinate. Referring to their hidden encoded images, the other player either reveals the colour of the pixel at that coordinate, or reveal a run of all the pixels of the same colour starting at the coordinate.

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We are play testing all of our games right now, though some are further along than others.  In a future blog post, I'll share more details about the image representation game, since that is a design I have been working more closely with.

Tuesday, May 19, 2015

What Eighth Graders Think About Women and Computer Science

On the last day of the 2015 edition of my week-long mini-course (Computer Science and Games: Just for Girls!), I held a discussion about women in computer science.  Below is a transcription of the notes I made on the white board.  The thoughts, if not the wording, very closely represent what the girls said.

"If it is not appropriate for women, it is not appropriate." (via Wikimedia)

Why do girls avoid computer science?
  • Seems nerdy
  • Stereotypes: man's job
  • Don't want to stick out as only female
  • Impression that you must love video games
  • Accused of being interested to attract guys
  • Stereotypes of femininity
  • Females more pressured to take certain programs of study
  • Pressure from others who don't think certain skills are valuable (e.g. video game development)
  • Too many guys, "I will never fit in"
  • Girls are less confident, partly due to society's messages

Why does it matter?
  • Girls can change an idea or product without destroying or outright rejecting it
  • Girls should have the freedom to choose their career without barriers
  • We are turning girls away from their passion
  • Discrimination is always bad
  • Women should have independence, especially financially
  • We need products designed by us
  • Women can change how women are represented in games

What would make you interested in trying computer science in high school or post-secondary?
  • Stop the stereotypes!!
  • Enforce a better gender balance, or provide all-female options
  • People around us have to stop talking down about CS
  • Give us a chance to try it out! We don't know what it is otherwise!
  • More interesting application in university-level courses (like robotics)
  • More positive attitudes toward college-level options [which typically grant diplomas in Canada, as opposed to universities, which grant degrees]
  • Avoid giving the impression that it's impossibly complicated.
  • More one-on-one time (and other better teaching strategies) to make sure we get a good base in math.

Tuesday, April 7, 2015

Spring Research Update

It's been a while since I last did a research update. With spring (sort of) arriving, there's no better time to reflect on a winter's worth of hard work.

First
First / Dean Gugler 

Coherent Emergent Stories

Most of my effort in the last 8 months has been dedicated to teaching, but despite this, I managed to make progress on my PhD and thesis project.  In the fall, I spent time putting together my thesis proposal, trying to make the content as close to final-thesis quality as I could.  Then I proposed in December.

Since then, I have been dabbling with a next-iteration prototype to test my story ideas.  Instead of trying to craft an entire game, I am focusing on what I call a "story explorer."  I am designing the prototype to be as data-driven as possible so I can quickly and easily test many different stories and approaches to arranging those stories with my story engine.

Gram's House

The Gram's House project is a labour of love, and I am so excited to see how far it has come since I came up with the idea years ago.

Lately we've been hard at work on the NSF AISL Pathways grant we were awarded to study the effect of story on teaching computer science concepts with games to middle school girls.  We have been working on prototypes for three analog games to be used in informal settings.  The game cover the concepts of data representation (specifically images), data organization (searching and sorting), and algorithms (writing and reading precise instructions).

It has been a lot of fun coming up with the game designs, but also very challenging.  I really want to make sure we have something more than a lightly gamified activity.  I want the games to have inherently interesting and motivating goals that happen to require understanding of our CS concepts to achieve.  I want the games to present interesting and meaningful choices to players, and have at least some degree of replayability.  I'm not sure that our current games have all these features, and I am convinced that we can come up with even better designs.  Hopefully our resident story and game design expert Lorraine Hopping will stay patient with my constant pushing, because she has been an amazing asset to this project and has a lot more experience than I do!

Something else exciting is that two of my first year students may be joining the procedural content generation grant team at Northeastern University in Boston this summer.  I am beyond thrilled to be able to enable this kind of opportunity, and I can't wait to see what they are able to accomplish.

In addition to the summary of Gram's House on my own webpage, we have started an official project site hosted by Northeastern.  We are still working on adding content, but that should be a good place to find information about the project in the future.