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Claudia Hilderbrand

dblp:210/1015 · DBLP profile ↗
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10ranked-venue papers
1as first author
2since 2021 · last 2022
0009-0003-9064-0828ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 6Software engineering, systems software and programming languages · 3 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Software engineering, system software, and programming languages
3 papers
Empirical software engineering · 87% Requirements engineering and software design · 13%
Human-computer interaction and pervasive computing
3 papers
Human-AI interaction · 40% Design research and methods · 23% Usability and user experience research · 23%

Topics — the 7 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Empirical software engineering
open source software
0.922022
How Gender-Biased Tools Shape Newcomer Experiences in OSS Projects · IEEE Trans. Software Eng. 2022
Open source barriers to entry, revisited: a sociotechnical perspective · ICSE 2018
Empirical software engineering
developer studies
0.632022
Open source barriers to entry, revisited: a sociotechnical perspective · ICSE 2018
How Gender-Biased Tools Shape Newcomer Experiences in OSS Projects · IEEE Trans. Software Eng. 2022
Engineering gender-inclusivity into software: ten teams' tales from the trenches · ICSE 2020
Empirical software engineering
mining software repositories
0.612022
How Gender-Biased Tools Shape Newcomer Experiences in OSS Projects · IEEE Trans. Software Eng. 2022
Empirical software engineering › developer studies › software teams
newcomer onboarding
0.612022
How Gender-Biased Tools Shape Newcomer Experiences in OSS Projects · IEEE Trans. Software Eng. 2022
Human-AI interaction
explainable AI
0.312018
How the Experts Do It: Assessing and Explaining Agent Behaviors in Real-Time Strategy Games · CHI 2018
Empirical software engineering › human factors in software engineering
socio-technical analysis
0.312018
Open source barriers to entry, revisited: a sociotechnical perspective · ICSE 2018
Collaborative and social computing › peer production
open source communities
0.112018
Open source barriers to entry, revisited: a sociotechnical perspective · ICSE 2018

Methods — techniques the papers use, named apart from their topics

field study · 1.2gendermag · 0.8use case analysis · 0.7think-aloud protocol · 0.7qualitative analysis · 0.7contextual inquiry · 0.7diary study · 0.6empirical study · 0.4
YearPublicationVenuePosition
2022 How Gender-Biased Tools Shape Newcomer Experiences in OSS Projects
abstract
Previous research has revealed that newcomer women are disproportionately affected by gender-biased barriers in open source software (OSS) projects. However, this research has focused mainly on social/cultural factors, neglecting the software tools and infrastructure. To shed light on how OSS tools and infrastructure might factor into OSS barriers to entry, we conducted two studies: (1) 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; and (2) a diary study with 22 newcomers (9 women and 13 men) to investigate whether the barriers matched the ones identified by the software professionals. The field study produced a bleak result: software professionals found gender biases in 73 percent of all the newcomer barriers they identified. Further, the diary study confirmed these results: Women newcomers encountered gender biases in 63 percent of barriers they faced. Fortunately, many kinds of barriers and biases revealed in these studies could potentially be ameliorated through changes to the OSS software environments and tools.
Hema Susmita Padala, Christopher J. Mendez, Felipe Fronchetti, Igor Steinmacher, Zoe Steine-Hanson, Claudia Hilderbrand, Amber Horvath, Charles Hill 0001, Logan Simpson, Margaret M. Burnett, Marco Aurélio Gerosa, Anita Sarma
IEEE Trans. Software Eng.6
2021 The Shoutcasters, the Game Enthusiasts, and the AI: Foraging for Explanations of Real-time Strategy Players
abstract
Assessing and understanding intelligent agents is a difficult task for users who lack an AI background. “Explainable AI” (XAI) aims to address this problem, but what should be in an explanation? One route toward answering this question is to turn to theories of how humans try to obtain information they seek. Information Foraging Theory (IFT) is one such theory. In this article, we present a series of studies 1 using IFT: the first investigates how expert explainers supply explanations in the RTS domain, the second investigates what explanations domain experts demand from agents in the RTS domain, and the last focuses on how both populations try to explain a state-of-the-art AI. Our results show that RTS environments like StarCraft offer so many options that change so rapidly, foraging tends to be very costly. Ways foragers attempted to manage such costs included “satisficing” approaches to reduce their cognitive load, such as focusing more on What information than on Why information, strategic use of language to communicate a lot of nuanced information in a few words, and optimizing their environment when possible to make their most valuable information patches readily available. Further, when a real AI entered the picture, even very experienced domain experts had difficulty understanding and judging some of the AI’s unconventional behaviors. Finally, our results reveal ways Information Foraging Theory can inform future XAI interactive explanation environments, and also how XAI can inform IFT.
Sean Penney, Jonathan Dodge, Andrew Anderson 0002, Claudia Hilderbrand, Logan Simpson, Margaret M. Burnett
ACM Trans. Interact. Intell. Syst.4
2020 Engineering gender-inclusivity into software: ten teams' tales from the trenches
abstract
Although the need for gender-inclusivity in software is gaining attention among SE researchers and SE practitioners, and at least one method (GenderMag) has been published to help, little has been reported on how to make such methods work in real-world settings. Real-world teams are ever-mindful of the practicalities of adding new methods on top of their existing processes. For example, how can they keep the time costs viable? How can they maximize impacts of using it? What about controversies that can arise in talking about gender? To find out how software teams "in the trenches" handle these and similar questions, we collected the GenderMag-based processes of 10 real-world software teams---more than 50 people---for periods ranging from 5 months to 3.5 years. We present these teams' insights and experiences in the form of 9 practices, 2 potential pitfalls, and 2 open issues, so as to provide their insights to other real-world software teams trying to engineer gender-inclusivity into their software products.
Claudia Hilderbrand, Christopher Perdriau, Lara Letaw, Jillian Emard, Zoe Steine-Hanson, Margaret M. Burnett, Anita Sarma
ICSE1
2019 From Gender Biases to Gender-Inclusive Design: An Empirical Investigation
abstract
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.
Mihaela Vorvoreanu, Lingyi Zhang, Yun-Han Huang, Claudia Hilderbrand, Zoe Steine-Hanson, Margaret M. Burnett
CHI4
2019 From GenderMag to InclusiveMag: An Inclusive Design Meta-Method
abstract
How can software practitioners assess whether their software supports diverse users? Although there are empirical processes that can be used to find “inclusivity bugs” piecemeal, what is often needed is a systematic inspection method to assess software's support for diverse populations. To help fill this gap, this paper introduces InclusiveMag, a generalization of GenderMag that can be used to generate systematic inclusiveness methods for a particular dimension of diversity. We then present a multicase study covering eight diversity dimensions, of eight teams' experiences applying InclusiveMag to eight under-served populations and their “mainstream” counterparts.
Christopher J. Mendez, Lara Letaw, Margaret M. Burnett, Simone Stumpf, Anita Sarma, Claudia Hilderbrand
VL/HCC6
2018 How the Experts Do It: Assessing and Explaining Agent Behaviors in Real-Time Strategy Games
abstract
How should an AI-based explanation system explain an agent's complex behavior to ordinary end users who have no background in AI? Answering this question is an active research area, for if an AI-based explanation system could effectively explain intelligent agents' behavior, it could enable the end users to understand, assess, and appropriately trust (or distrust) the agents attempting to help them. To provide insights into this question, we turned to human expert explainers in the real-time strategy domain --"shoutcasters"-- to understand (1) how they foraged in an evolving strategy game in real time, (2) how they assessed the players' behaviors, and (3) how they constructed pertinent and timely explanations out of their insights and delivered them to their audience. The results provided insights into shoutcasters' foraging strategies for gleaning information necessary to assess and explain the players; a characterization of the types of implicit questions shoutcasters answered; and implications for creating explanations by using the patterns and abstraction levels these human experts revealed.
Jonathan Dodge, Sean Penney, Claudia Hilderbrand, Andrew Anderson 0002, Margaret M. Burnett
CHI3
2018 Pedagogical Content Knowledge for Teaching Inclusive Design
abstract
Inclusive design is important in today's software industry, but there is little research about how to teach it. In collaboration with 9 teacher-researchers across 8 U.S. universities and more than 400 computer and information science students, we embarked upon an Action Research investigation to gather insights into the pedagogical content knowledge (PCK) that teachers need to teach a particular inclusive design method called GenderMag. Analysis of the teachers' observations and experiences, the materials they used, direct observations of students' behaviors, and multiple data on the students' own reflections on their learning revealed 11 components of inclusive design PCK. These include strategies for anticipating and addressing resistance to the topic of inclusion, strategies for modeling and scaffolding perspective taking, and strategies for tailoring instruction to students' prior beliefs and biases.
Alannah Oleson, Christopher J. Mendez, Zoe Steine-Hanson, Claudia Hilderbrand, Christopher Perdriau, Margaret M. Burnett, Amy J. Ko
ICER4
2018 Open source barriers to entry, revisited: a sociotechnical perspective
abstract
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.
Christopher J. Mendez, Hema Susmita Padala, Zoe Steine-Hanson, Claudia Hilderbrand, Amber Horvath, Charles Hill 0001, Logan Simpson, Nupoor Patil, Anita Sarma, Margaret M. Burnett
ICSE4
2018 Toward Foraging for Understanding of StarCraft Agents: An Empirical Study
abstract
Assessing and understanding intelligent agents is a difficult task for users that lack an AI background. A relatively new area, called "Explainable AI," is emerging to help address this problem, but little is known about how users would forage through information an explanation system might offer. To inform the development of Explainable AI systems, we conducted a formative study -- using the lens of Information Foraging Theory -- into how experienced users foraged in the domain of StarCraft to assess an agent. Our results showed that participants faced difficult foraging problems. These foraging problems caused participants to entirely miss events that were important to them, reluctantly choose to ignore actions they did not want to ignore, and bear high cognitive, navigation, and information costs to access the information they needed.
Sean Penney, Jonathan Dodge, Claudia Hilderbrand, Andrew Anderson 0002, Logan Simpson, Margaret M. Burnett
IUI3
2018 Semi-Automating (or not) a Socio-Technical Method for Socio-Technical Systems
abstract
How can we support software professionals who want to build human-adaptive sociotechnical systems? Building such systems requires skills some developers may lack, such as applying human-centric concepts to the software they develop and/or mentally modeling other people. Effective socio-technical methods exist to help, but most are manual and cognitively burdensome. In this paper, we investigate ways semi-automating a socio-technical method might help, using as our lens GenderMag, a method that requires people to mentally model people with genders different from their own. Toward this end, we created the GenderMag Recorder's Assistant, a semi-automated visual tool, and conducted a small field study and a 92-participant controlled study. Results of our investigation revealed ways the tool helped with cognitive load and ways it did not; unforeseen advantages of the tool in increasing participants' engagement with the method; and a few unforeseen advantages of the manual approach as well.
Christopher J. Mendez, Zoe Steine-Hanson, Alannah Oleson, Amber Horvath, Charles Hill 0001, Claudia Hilderbrand, Anita Sarma, Margaret M. Burnett
VL/HCC6