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Sowmya Somanath

Publications and source records attributed to Sowmya Somanath.

5 recordsLinked to original sources

Reshaping Undergraduate Computer Science Education in the Generative AI Era

Generative AI represents a turning point for Computer Science (CS) education. In recent decades, post-secondary CS education has largely focused on what has been seen as practical software engineering skills: implementation-level programming, debugging, testing, and software design, analysis, and documentation. However, this framing is becoming less tenable as generative AI automates many of these tasks, challenging their centrality in CS education. To keep pace with advances in AI technology, CS curricula should consider a shift toward understanding and verifying AI-generated artifacts. This white paper outlines the findings of two international NUS-Google Workshops in Singapore, where we convened faculty members, industry practitioners, and students, and proposes a strategic response to reshape how CS should be taught at the undergraduate level. Based on the findings, we identify critical skills that must be preserved and those that are becoming less important. By incorporating these skills as "breadcrumbs," we can provide helpful nudges and engaging exercises within the current curriculum, enhancing learning experiences for everyone. We believe that to effectively prepare future computer science graduates, capable of creating, solving problems, and managing, as well as co-creating, artifacts with AI. It is important to consider a shift in curricula. Emphasizing system design, abstraction, and critical evaluation could greatly enhance their education and readiness for the challenges ahead. We propose prerequisites for solutions to reform CS education by fostering AI-native competencies, re-centering fundamental education, enhancing advanced pathways, embracing new pedagogies, and shifting institutional support.

cs.CY↗

"If We Had the Information That We Need to Interpret the World Around Us, We Wouldn't Be Disabled:" Barriers and Opportunities in Information Work among Blind and Sighted Colleagues

Despite recognition of the value of diversity, the way work takes place can fail to support blind or low-vision employees, especially in collaborative work settings. This paper examines how professional teams with diverse visual abilities use information representations (e.g., PDF documents, spreadsheets and charts). A diary study with follow-up individual interviews (23 participants with mixed abilities from 5 teams) and 2 separate focus groups (7 participants from 2 other teams) allowed us to characterize key dimensions of the role of representations in the workplace into four types of interrelated failures and workarounds, influenced by workplace stigmas and shaped by evolving social dynamics towards interdependent information work. We contribute this new empirically supported conceptual understanding of representation use in workplaces that can help design and improve the experiences of mixed-ability teams doing knowledge work in the current technological landscape.

cs.HC↗

Accessibility-Driven Information Transformations in Mixed-Visual Ability Work Teams

Blind and low-vision (BLV) employees in mixed-visual ability teams often encounter information (e.g., PDFs, diagrams) in inaccessible formats. To enable teamwork, teams must transform these representations by modifying or re-creating them into accessible forms. However, these transformations are frequently overlooked, lack infrastructural support, and cause additional labour. To design systems that move beyond one-off accommodations to effective mixed-ability collaboration, we need a deeper understanding of the representations, their transformations and how they occur. We conducted a week-long diary study with follow-up interviews with 23 BLV and sighted professionals from five legal, non-profit, and consulting teams, documenting 36 transformation cases. Our analysis characterizes how teams perform representational transformations for accessibility: how they are triggered proactively or reactively, how they simplify or enhance, and four common patterns in which workers coordinate with each other to address representational incompatibility. Our findings uncover opportunities for designing systems that can better support mixed-visual ability work.

cs.HC↗

Design for Hope: Cultivating Deliberate Hope in the Face of Complex Societal Challenges

Design has the potential to cultivate hope in the face of complex societal challenges. These challenges are often addressed through efforts aimed at harm reduction and prevention -- essential but sometimes limiting approaches that can unintentionally narrow our collective sense of what is possible. This one-day, in-person workshop builds on the first Positech Workshop at CSCW 2024 by offering practical ways to move beyond reactive problem-solving toward building capacity for proactive goal setting and generating pathways forward. We explore how collaborative and reflective design methodologies can help research communities navigate uncertainty, expand possibilities, and foster meaningful change. By connecting design thinking with hope theory, which frames hope as the interplay of ``goal-directed,'' ``pathways,'' and ``agentic'' thinking, we will examine how researchers might chart new directions in the face of complexity and constraint. Through hands-on activities including problem reframing, building a shared taxonomy of design methods that align with hope theory, and reflecting on what it means to sustain hopeful research trajectories, participants will develop strategies to embed a deliberately hopeful approach into their research.

cs.HC↗

TADA: Making Node-link Diagrams Accessible to Blind and Low-Vision People

Diagrams often appear as node-link representations in many contexts, such as taxonomies, mind maps and networks in textbooks. Despite their pervasiveness, they present significant accessibility challenges for blind and low-vision people. To address this challenge, we introduce Touch-and-Audio-based Diagram Access (TADA), a tablet-based interactive system that makes diagram exploration accessible through musical tones and speech. We designed and developed TADA informed by insights gained from an interview study with 15 participants who shared their challenges and strategies for accessing diagrams. TADA enables people to access a diagram by: i) engaging in open-ended touch-based explorations, ii) allowing searching of specific nodes, iii) navigating from one node to another and iv) filtering information. We evaluated TADA with 25 participants and found that it can be a useful tool for gaining different perspectives about the diagram and participants could complete several diagram-related tasks.

cs.HC↗