Gender HCI
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Gender HCI is a subfield of human-computer interaction that focuses on the design and evaluation of interactive systems for humans. The specific emphasis in gender HCI is on variations in how people of different
gender Gender is the range of characteristics pertaining to femininity and masculinity and differentiating between them. Depending on the context, this may include sex-based social structures (i.e. gender roles) and gender identity. Most cultures u ...
s interact with
computer A computer is a machine that can be programmed to Execution (computing), carry out sequences of arithmetic or logical operations (computation) automatically. Modern digital electronic computers can perform generic sets of operations known as C ...
s.


Examples

Gender HCI research has been conducted in the following areas (among others): *Biases in perceptions of gendered computerized partners *The effects of confidence and
self-efficacy In psychology, self-efficacy is an individual's belief in their capacity to act in the ways necessary to reach specific goals. The concept was originally proposed by the psychologist Albert Bandura. Self-efficacy affects every area of human endea ...
on genders' interactions with software. *The design of gender-specific software, such as
video games Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
created for women. *The design of
display Display may refer to: Technology * Display device, output device for presenting information, including: ** Cathode ray tube, video display that provides a quality picture, but can be very heavy and deep ** Electronic visual display, output devi ...
screen sizes and how they affect different genders. *The design of gender-neutral
problem-solving Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to turn on an appliance) to complex issues in business an ...
software.


Overview

Gender HCI investigates ways in which attributes of software (or even hardware) can interact with gender differences. As with all of HCI, Gender HCI is a highly interdisciplinary area. Findings from fields such as
psychology Psychology is the scientific study of mind and behavior. Psychology includes the study of conscious and unconscious phenomena, including feelings and thoughts. It is an academic discipline of immense scope, crossing the boundaries betwe ...
,
computer science Computer science is the study of computation, automation, and information. Computer science spans theoretical disciplines (such as algorithms, theory of computation, information theory, and automation) to Applied science, practical discipli ...
,
marketing Marketing is the process of exploring, creating, and delivering value to meet the needs of a target market in terms of goods and services; potentially including selection of a target audience; selection of certain attributes or themes to emph ...
,
neuroscience Neuroscience is the scientific study of the nervous system (the brain, spinal cord, and peripheral nervous system), its functions and disorders. It is a multidisciplinary science that combines physiology, anatomy, molecular biology, development ...
,
education Education is a purposeful activity directed at achieving certain aims, such as transmitting knowledge or fostering skills and character traits. These aims may include the development of understanding, rationality, kindness, and honesty. Va ...
, and
economics Economics () is the social science that studies the Production (economics), production, distribution (economics), distribution, and Consumption (economics), consumption of goods and services. Economics focuses on the behaviour and intera ...
strongly suggest that men and women problem solve, communicate, and process information differently. Gender HCI investigates whether these differences need to be taken into account in the design of software and hardware.


History

The term ''Gender HCI'' was coined in 2004 by Laura Beckwith, a PhD candidate at
Oregon State University Oregon State University (OSU) is a public land-grant, research university in Corvallis, Oregon. OSU offers more than 200 undergraduate-degree programs along with a variety of graduate and doctoral degrees. It has the 10th largest engineering co ...
, and her advisor Margaret Burnett.Beckwith, L. and Burnett, M. tp://ftp.cs.orst.edu/pub/burnett/vlhcc04.gender.pdf Gender: An important factor in end-user programming environments? In ''Proc. Visual Languages and Human-Centric Computing Languages'', IEEE (2004), 107-114. They discovered that, although there had been some activity that could be characterized as Gender HCI work, people did not know about each other's work. The relevant research reports were isolated and scattered about various fields. Since that time, they and others have worked to help researchers know about each other's work and practitioners to be aware of the findings, so as to allow this area to mature as a subarea of HCI. The following are a brief set of milestones in the history of this emerging subarea. *1987: Games designed as "gender neutral" look like games designed for boys. (Chuck Huff). *1989: Ethnographic research exploring women, programming, and computers (Sherry Turkle). *1995: Gender differences in self-efficacy and attitudes toward computers (Tor Busch). *1998: Gender factors in the design of video games (
Justine Cassell Justine M. Cassell (born March 19, 1960) is an American professor and researcher interested in human-human conversation, human-computer interaction, and storytelling. Since August 2010 she has been on the faculty of the Carnegie Mellon Human Compu ...
). *2002: Wider displays more beneficial to all users, especially females (
Mary Czerwinski Mary Czerwinski is an American cognitive scientist and computer-human interaction expert who works for Microsoft Research as manager of their research group on visualization and interaction.. Czerwinski earned her doctorate in cognitive scien ...
, Desney S. Tan,
George G. Robertson George G. Robertson is an American information visualization expert and senior researcher, Visualization and Interaction (VIBE) Research Group, Microsoft Research. With Stuart K. Card, Jock D. Mackinlay and others he invented a number of Informatio ...
). *2004: The concept Gender HCI made explicit (Laura Beckwith, Margaret Burnett). *2006: A research workshop on Gender HCI.


Selected findings

Here are some results from the Gender HCI research conducted to date – ordered from most to least recent, within categories: #"Reward Expectations of Gendered Computers." #*In one experiment, subjects worked on a task with a computerized partner that was named James or Julie. The task was gender-neutral, meaning that it was not directly relevant to being a man or woman. The results showed that subjects behaved the same way toward a computer named James or Julie. Despite these similarities in behavior, subjects estimated that a computer named James would cost them significantly more than one named Julie. The findings show gender shape user perceptions of their computers, which lack the human features that define the characteristic of gender. #''Confidence-related findings.'' #*For
spreadsheet A spreadsheet is a computer application for computation, organization, analysis and storage of data in tabular form. Spreadsheets were developed as computerized analogs of paper accounting worksheets. The program operates on data entered in cel ...
problem-solving tasks, (1) female end users had significantly lower
self-efficacy In psychology, self-efficacy is an individual's belief in their capacity to act in the ways necessary to reach specific goals. The concept was originally proposed by the psychologist Albert Bandura. Self-efficacy affects every area of human endea ...
than males and (2) women with low self-efficacy were significantly less likely to work effectively with problem-solving features available in the software. In contrast, males' self-efficacy did not impact their effectiveness with these features.Beckwith, L. Burnett, M., Wiedenbeck, S., Cook, C., Sorte, S., and Hastings, M. tp://ftp.cs.orst.edu/pub/burnett/chi05.gender.pdf Effectiveness of end-user debugging software features: Are there gender issues?''ACM Conference on Human Factors in Computing Systems'' (2005), 869-878. #*In a study of the computer attitudes and self-efficacy of 147 college students, gender differences existed in self-efficacy for complex tasks (such as
word processing A word is a basic element of language that carries an objective or practical meaning, can be used on its own, and is uninterruptible. Despite the fact that language speakers often have an intuitive grasp of what a word is, there is no consen ...
and spreadsheet software), but not simpler tasks. Also, male students had more experience working with computers and reported more encouragement from parents and friends. #''Software feature related findings.'' #*In spreadsheet problem-solving tasks, female end users were significantly slower to try out unfamiliar features. Females significantly more often agreed with the statement, "I was afraid I would take too long to learn the ntaught feature" Even if they tried it once, females were significantly less likely to adopt new features for repeated use. For females, unlike for males, self-efficacy predicted the amount of effective feature usage. There was no significant difference in the success of the two genders or in learning how the features worked, implying that females' low self-efficacy about their usage of new features was not an accurate assessment of their problem-solving potential, but rather became a self-fulfilling prophecy. #''Behavior related findings.'' #*In spreadsheet problem-solving tasks, tinkering (playfully experimenting) with features was adopted by males more often than females. While males were comfortable with this behavior, some did it to excess. For females, the amount of tinkering predicted success. Pauses after any action were predictive of better understanding for both genders. #*Males viewed machines as a challenge, something to be mastered, overcome, and be measured against. They were risk-takers, and they demonstrated this by eagerly trying new techniques and approaches. Females rejected the image of the male
hacker A hacker is a person skilled in information technology who uses their technical knowledge to achieve a goal or overcome an obstacle, within a computerized system by non-standard means. Though the term ''hacker'' has become associated in popu ...
as alienating and depersonalizing. Their approach to computers was "soft;" tactile, artistic, and communicative. #''Hardware interface findings.'' #*Larger displays helped reduce the gender gap in navigating virtual environments. With smaller displays, males' performance was better than females'. With larger displays, females' performance improved and males' performance was not negatively affected. #''Video games findings.'' #*Several findings were reported about girls' interests that relate to video games, with interpretations for the video game software industry. #*Several researchers explored what girls seek in
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s, and implications for video game designers. Among the implications were collaboration vs. competition preferences, and use of non-violent rewards versus death and destruction as rewards. These works argue both sides of the question as to whether or not to design games specifically for girls. #''Other related findings about gender and computers.'' #*In a study of the way people interacted with conversational software agents in relation to the sex of the agent, the female virtual agent received many more
violent Violence is the use of physical force so as to injure, abuse, damage, or destroy. Other definitions are also used, such as the World Health Organization's definition of violence as "the intentional use of physical force or power, threatened o ...
and sexual overtures than either the male one or the gender-free one (a robot). #*In the home, where many appliances are programmable to some extent, different categories of appliance were found to be more likely to be programmed by men (e.g. entertainment devices) and by women (e.g. kitchen appliances). There is often one member of a household who assumes responsibility for programming a particular device, with a "domestic economy" accounting for this task. #*Males and females had different perceptions for whether a web page would be appropriate for his/her home country, and further, females more often than males preferred more information on all web pages viewed during a study. #*Women who entered mathematics, science, and technology careers had high academic and social self-efficacy. Their self-efficacy was based on vicarious experiences and verbal persuasion of significant people around them. #*Factors affecting low retention of women in computer science majors in college included women's lower previous experience in computing compared to men, their low self-perceived ability, discouragement by the dominant male peer culture, and lack of encouragement from faculty.Margolis, J., and Fisher, A
Unlocking the Clubhouse: Women and Computing
Cambridge, MA, MIT Press, (2001).


See also

*
Feminist HCI Feminist HCI is a subfield of human-computer interaction (commonly called HCI) that focuses on helping the field of HCI build interactions that pay attention to gender, Gender equality, equity, and social justice in research and in the Design, des ...
* Human-computer interaction *
Self-efficacy In psychology, self-efficacy is an individual's belief in their capacity to act in the ways necessary to reach specific goals. The concept was originally proposed by the psychologist Albert Bandura. Self-efficacy affects every area of human endea ...
*
Topics in human-computer interaction Topic, topics, TOPIC, topical, or topicality may refer to: Topic / Topics * Topić, a Slavic surname * ''Topics'' (Aristotle), a work by Aristotle * Topic (chocolate bar), a brand of confectionery bar * Topic (DJ), German musician * Topic (gr ...
*
Usability Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a soft ...
*
Usability engineering Usability engineering is a field that is concerned generally with human–computer interaction and specifically with devising human–computer interfaces that have high usability or user friendliness. It provides structured methods for achieving e ...


References


Further reading

*de Ribaupierre, H.
La différence entre les genres dans le processus d'adoption d'un logiciel de dessin à partir du modèle de l'acceptabilité des nouvelles technologies (TAM)
Master thesis, (2009). *Beckwith, L. Burnett, M., Grigoreanu, V., and Wiedenbeck, S. tp://ftp.cs.orst.edu/pub/burnett/Computer06-GenderHCI-asPrinted.pdf Gender HCI: What about the software?''IEEE Computer'', (2006), 97-101. *Beckwith, L. Sorte, S., Burnett, M., Wiedenbeck, S., Chintakovid, T., and Cook, C. tp://ftp.cs.orst.edu/pub/burnett/vlhcc05-genderDesign.pdf Designing features for both genders in end-user software engineering environments ''IEEE Symposium on Visual Languages and Human-Centric Computing'',(2005) 153-160. *Brewer, J. and Bassoli, A
Reflections of gender, reflections on gender: Designing ubiquitous computing technologies.
''In Proc. of Gender and Interaction, Real and Virtual Women in a Male World Workshop'', (2006). *Cottrell, J
I'm a stranger here myself: A consideration of women in computing.
''In Proc. ACM SIGUCCS User Services Conference'', (1992), 71-76. *Fisher, A., Margolis, J., and Miller, F
Undergraduate women in computer science: Experience, motivation, and culture.
''In Proc. SIGCSE Technical Symposium on Computer Science Education'', ACM Press (1997), 106-110. *Grigoreanu, V., Beckwith, L., Fern, X., Yang, S., Komireddy, C., Narayanan, V., Cook, C., Burnett, M. tp://ftp.cs.orst.edu/pub/burnett/vlhcc06-genderminers.pdf Gender differences in end-user debugging, revisited: What the miners found ''IEEE Symposium on Visual Languages and Human-Centric Computing'', (2006), 19-26. *Hartzel, K
How self-efficacy and gender issues affect software adoption and use.
''Communications of the ACM'', (2003), 167-171. *Huff, C. and Cooper, J. Sex bias in educational software: The effect of designers' stereotypes on the software they design. Journal of Applied Social Psychology, 17, (1987), 519-532. * Kelleher, C. and R. Pausch.
Lessons Learned from Designing a Programming System to Support Middle School Girls Creating Animated Stories
''2006 IEEE Symposium on Visual Languages and Human-Centric Computing''. *Nass, Clifford, Youngme Moon, and Nancy Green. "Are Machines Gender Neutral? Gender‐Stereotypic Responses to Computers With Voices.
Journal of applied social psychology
27.10 (1997): 864-876. *Posard, Marek N. "Status processes in human-computer interactions: Does gender matter?.
Computers in Human Behavior
37 (2014): 189-195.


External links


GenderMag Project page
for the GenderMag method (short for "Gender Inclusiveness Magnifier").
Gender HCI publications public resource
for anyone interested in Gender HCI research.
Gender HCI Project page
for EUSES-based work on Gender HCI.

- Girls, Science, and Technology page. {{DEFAULTSORT:Gender Hci Human–computer interaction