Publications

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2022
CodeWalk: Facilitating Shared Awareness in Mixed-Ability Collaborative Software Development.
Venkatesh Potluri, Maulishree Pandey, Andrew Begel, Michael Barnett, and Scott Reitherman.
Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility.
[doi] [abstract]
COVID-19 accelerated the trend toward remote software development, increasing the need for tightly-coupled synchronous collaboration. Existing tools and practices impose high coordination overhead on blind or visually impaired (BVI) developers, impeding their abilities to collaborate effectively, compromising their agency, and limiting their contribution. To make remote collaboration more accessible, we created CodeWalk, a set of features added to Microsoft's Live Share VS Code extension, for synchronous code review and refactoring. We chose design criteria to ease the coordination burden felt by BVI developers by conveying sighted colleagues' navigation and edit actions via sound effects and speech. We evaluated our design in a within-subjects experiment with 10 BVI developers. Our results show that CodeWalk streamlines the dialogue required to refer to shared workspace locations, enabling participants to spend more time contributing to coding tasks. This design offers a path towards enabling BVI and sighted developers to collaborate on more equal terms.
2022
Program-L: Online Help Seeking Behaviors by Blind and Low Vision Programmers.
Jazette Johnson, Andrew Begel, Richard Ladner, and Denae Ford.
2022 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC).
[doi] [abstract]
Although the number of blind or low vision (BLV) software developers is the largest minority population of developers with physical disabilities, they are often marginalized in mainstream online programming communities. We studied how BLV developers engage with a BLV-specific programming community called Program-L, by exploring the help-seeking behaviors of novices. We analyzed 173 messages written by 20 novices over a 4-year period and identified the kinds of help they asked for and their justifications for requesting that help. We learned that self disclosure, practical assistance, and community dynamics were all critical activities to support four types of novices: community, domain, programming, and accessibility. The findings of our work give insight into what support can look like for online communities for marginalized software developers.
2022
2022 4th Research Workshop on Autism at Work.
Andrew Begel, Hala Annabi, and Kathryn Dow-Burger.
4th Annual Autism at Work Research Workshop.
[web]
2022
``Can You Help Me?'' An Experience Report of Teamwork in a Game Coding Camp for Autistic High School Students.
Makayla Moster, Ella Kokinda, Matthew Re, James Dominic, Jason Lehmann, Andrew Begel, and Paige Rodeghero.
Proceedings of the 44th International Conference on Software Engineering: Software Engineering in Practice (ICSE-SEET '22).
[doi] [abstract]
Teamwork skills are increasingly important for students to have as they enter the workforce, especially in software development positions. However, autistic students do not get to practice teamwork since much of their education is focused on learning social skills. The hybrid mode of education comes with challenges, including communication and collaboration issues and teaming difficulties, however, this method of teaching and learning can be difficult for students with autism. In this experience report paper, we discuss our experience planning and running a hybrid camp to teach teamwork and programming to 14 autistic high school students. Overall, our camp was successful in teaching students software development skills with open source software, and, from our experience, we detail our lessons learned and provide recommendations for educators and researchers working with autistic students in a hybrid setting.
2021
Mixed Abilities and Varied Experiences: a group autoethnography of a virtual summer internship.
Kelly Mack, Maitraye Das, Dhruv Jain, Danielle Bragg, John Tang, Andrew Begel, Erin Beneteau, Josh Urban Davis, Abraham Glasser, Joon Sung Park, and Venkatesh Potluri.
Proceedings of ASSETS ‘21: SIGACCESS Conference on Computers and Accessibility.
[doi] [abstract]
The COVID-19 pandemic forced many people to convert their daily work lives to a "virtual" format where everyone connected remotely from their home. In this new, virtual environment, accessibility barriers changed, in some respects for the better (e.g., more flexibility) and in other aspects, for the worse (e.g., problems including American Sign Language interpreters over video calls). Microsoft Research held its first cohort of all virtual interns in 2020. We the authors, full time and intern members and affiliates of the Ability Team, a research team focused on accessibility, reflect on our virtual work experiences as a team consisting of members with a variety of abilities, positions, and seniority during the summer intern season. Through our autoethnographic method, we provide a nuanced view into the experiences of a mixed-ability, virtual team, and how the virtual setting affected the team’s accessibility. We then reflect on these experiences, noting the successful strategies we used to promote access and the areas in which we could have further improved access. Finally, we present guidelines for future virtual mixed-ability teams looking to improve access.
2021
Inclusive Interpersonal Communication Education for Technology Professionals.
Naba Rizvi, Andrew Begel, and Hala Annabi.
Proceedings of the 27th Americas Conference on Information Systems.
[doi] [abstract]
More technology organizations have turned to autistic people to meet their talent needs the creation of autism-specific hiring programs. Despite the potential of such programs, early research indicates that autistic employees and their neurotypical coworkers face communication challenges due to pronounced differences in styles and preferences. These difficulties lead to breakdowns in communication, collaboration, and coordination which can leave autistic employees feeling isolated and stigmatized. To increase the knowledge and improve attitudes of neurotypical employees about autism, we created and evaluated a training module for neurotypical employees about effectively communicating with their autistic colleagues, thus flipping the traditional burden to adapt from autistic workers to their non-autistic colleagues. Our formative results show that people who took the course increased their knowledge about their own and the communication styles and preferences of autistic people. They acquired skills on how to negotiate these style differences before engaging in conversations with their colleagues.
2021
2021 3rd Research Workshop on Autism at Work.
Andrew Begel, Hala Annabi, and Kathryn Dow-Burger.
3rd Annual Autism at Work Research Workshop.
[web]
2021
How a Remote Video Game Coding Camp Improved Autistic College Students’ Self-Efficacy in Communication.
Andrew Begel, James Dominic, Conner Phillis, Thomas Beeson, and Paige Rodeghero.
Proceedings of the 52nd SIGCSE Technical Symposium on Computer Science Education (SIGCSE '21).
[doi] [web] [abstract]
Communication and teamwork are essential skills for software developers. However, these skills are often difficult to learn for students with autism spectrum disorder (ASD). We designed, developed, and ran a 13-day, remote video game coding camp for incoming college first-year students with ASD. We developed instructional materials to teach computer programming, video game design, and communication and teaming skills. Students used the MakeCode Arcade development environment to build their games and Zoom to remotely collaborate with their teammates. In summative interviews, students reported improved programming skills, increased confidence in communication, and better experiences working with others. We also found that students valued the opportunity to practice teaming, such as being more vocal in expressing ideas to their peers and working out differences of opinion with their teammates. Two students reported the remote learning environment decreased their anxiety and stress, both are frequent challenges for autistic people. We plan to rerun the camp next year with materials that we have made available online.
2020
Accessible Computing Education in Colleges and Universities.
Catie Baker, Andrew Begel, Matthew Butler, Anat Caspi, Ramy Ghazal, Kingston, Clayton Lewis, Colleen Lewis, Kelly Mack, Irene Mbari-Kirika, Keita Ohshiro, Paige Rodeghero, Kristen Shinohara, Julie Smith, Namrata Srivastava, Kat Steele, Murtaza Tamjeed, John Tang, Adiam Tesfay, and Momona Yamagami.
Accessible Computer Science Education Fall Workshop.
2020
Accessible Computer Science Education Fall Workshop.
Andrew Begel, Anat Caspi, Heather Dowdy, Richard Ladner, Clayton Lewis, Cecily Morrison, Teddy Seyed, and Roy Zimmermann.
Accessible Computer Science Education Fall Workshop.
[web]
2020
Lessons Learned in Designing AI for Autistic Adults.
Andrew Begel, John Tang, Sean Andrist, Mike Barnett, Tony Carbary, Piali Choudhury, Ed Cutrell, Alberto Fung, Sasa Junuzovic, Daniel McDuff, Kael Rowan, Shibashankar Sahoo, Jennifer Frances Waldern, Jessica Wolk, Hui Zheng, and Annuska Zolyomi.
Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility.
[web] [doi] [abstract]
Through an iterative design process using Wizard of Oz (WOz) prototypes, we designed a video calling application for people with Autism Spectrum Disorder. Our Video Calling for Autism prototype provided an Expressiveness Mirror that gave feedback to autistic people on how their facial expressions might be interpreted by their neurotypical conversation partners. This feedback was in the form of emojis representing six emotions and a bar indicating the amount of overall expressiveness demonstrated by the user. However, when we built a working prototype and conducted a user study with autistic participants, their negative feedback caused us to reconsider how our design process led to a prototype that they did not find useful. We reflect on the design challenges around developing AI technology for an autistic user population, how Wizard of Oz prototypes can be overly optimistic in representing AI-driven prototypes, how autistic research participants can respond differently to user experience prototypes of varying fidelity, and how designing for people with diverse abilities needs to include that population in the development process.
2020
A Practical Guide on Conducting Eye Tracking Studies in Software Engineering.
Zohreh Sharafi, Bonita Sharif, Yann-Gaël Guéhneuc, Andrew Begel, Roman Bednarik, and Martha Crosby.
Empirical Software Engineering 25(5).
[doi] [abstract]
For several years, the software engineering research community used eye trackers to study program comprehension, bug localization, pair programming, and other software engineering tasks. Eye trackers provide researchers with insights on software engineers’ cognitive processes, data that can augment those acquired through other means, such as on-line surveys and questionnaires. While there are many ways to take advantage of eye trackers, advancing their use requires defining standards for experimental design, execution, and reporting. We begin by presenting the foundations of eye tracking to provide context and perspective. Based on previous surveys of eye tracking for programming and software engineering tasks and our collective, extensive experience with eye trackers, we discuss when and why researchers should use eye trackers as well as how they should use them. We compile a list of typical use cases—real and anticipated—of eye trackers, as well as metrics, visualizations, and statistical analyses to analyze and report eye-tracking data. We also discuss the pragmatics of eye tracking studies. Finally, we offer lessons learned about using eye trackers to study software engineering tasks. This paper is intended to be a one-stop resource for researchers interested in designing, executing, and reporting eye tracking studies of software engineering tasks.
2019
Managing Stress: The Needs of Autistic Adults in Video Conferencing.
Annuska Zolyomi, Andrew Begel, Jennifer Frances Waldern, John Tang, Mike Barnett, Edward Cutrell, Daniel McDuff, Sean Andrist, and Meredith Ringel Morris.
Proceedings of the ACM 2019 Conference on Computer Supported Cooperative Work (CSCW '19).
[doi] [abstract]
Video calling (VC) aims to create multi-modal, collaborative environments that are ``just like being there.'' However, we found that autistic individuals, who exhibit atypical social and cognitive processing, may not share this goal. We interviewed autistic adults about their perceptions of VC compared to other computer-mediated communications (CMC) and face-to-face interactions. We developed a neurodiversity-sensitive model of CMC that describes how stressors such as sensory sensitivities, cognitive load, and anxiety, contribute to their preferences for CMC channels. We learned that they apply significant effort to construct coping strategies to support their sensory, cognitive, and social needs. These strategies include moderating their sensory inputs, creating mental models of conversation partners, and attempting to mask their autism by adopting neurotypical behaviors. Without effective strategies, interviewees experience more stress, have less capacity to interpret verbal and non-verbal cues, and feel less empowered to participate. Our findings reveal critical needs for autistic users. We suggest design opportunities to support their ability to comfortably use VC, and in doing so, point the way towards making VC more comfortable for all.
2019
2019 2nd Research Workshop on Autism at Work.
Hala Annabi, Andrew Begel, and Lawrence Fung.
2nd Annual Autism at Work Research Workshop.
[web]
2018
2018 Research Workshop on Autism at Work.
Hala Annabi and Andrew Begel.
Autism at Work Research Workshop.
[web]
2017
Improving Communication Between Pair Programmers Using Shared Gaze Awareness.
Sarah D'Angelo and Andrew Begel.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17).
[doi] [abstract]
Remote collaboration can be more difficult than collocated collaboration for a number of reasons, including the inability to easily determine what your collaborator is looking at. This impedes a pair's ability to efficiently communicate about on-screen locations and makes synchronous coordination difficult. We designed a novel gaze visualization for remote pair programmers which shows where in the code their partner is currently looking, and changes color when they are looking at the same thing. Our design is unobtrusive, and transparently depicts the imprecision inherent in eye tracking technology. We evaluated our design with an experiment in which pair programmers worked remotely on code refactoring tasks. Our results show that with the visualization, pairs spent a greater proportion of their time concurrently looking at the same code locations. Pairs communicated using a larger ratio of implicit to explicit references, and were faster and more successful at responding to those references.
2015
Understanding the Challenges Faced by Neurodiverse Software Engineering Employees: Towards a More Inclusive and Productive Technical Workforce.
Meredith Ringel Morris, Andrew Begel, and Ben Wiedermann.
Proceedings of the 17th International ACM SIGACCESS Conference on Computers \&\#38; Accessibility (ASSETS '15).
[doi] [abstract]
Technology workers are often stereotyped as being socially awkward or having difficulty communicating, often with humorous intent; however, for many technology workers with atypical cognitive profiles, such issues are no laughing matter. In this paper, we explore the hidden lives of neurodiverse technology workers, e.g., those with autism spectrum disorder (ASD), attention deficit hyperactivity disorder (ADHD), and/or other learning disabilities, such as dyslexia. We present findings from interviews with 10 neurodiverse technology workers, identifying the challenges that impede these employees from fully realizing their potential in the workplace. Based on the interview findings, we developed a survey that was taken by 846 engineers at a large software company. In this paper, we reflect on the differences between the neurotypical (N = 781) and neurodiverse (N = 59) respondents. Technology companies struggle to attract, develop, and retain talented software developers; our findings offer insight into how employers can better support the needs of this important worker constituency.