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    Q&A: How refusal can be an act of design

    This month in the ACM Journal on Responsible Computing, MIT graduate student Jonathan Zong SM ’20 and co-author J. Nathan Matias SM ’13, PhD ’17 of the Cornell Citizens and Technology Lab examine how the notion of refusal can open new avenues in the field of data ethics. In their open-access report, “Data Refusal From Below: A Framework for Understanding, Evaluating, and Envisioning Refusal as Design,” the pair proposes a framework in four dimensions to map how individuals can say “no” to technology misuses. At the same time, the researchers argue that just like design, refusal is generative, and has the potential to create alternate futures.

    Zong, a PhD candidate in electrical engineering and computer science, 2022-23 MIT Morningside Academy for Design Design Fellow, and member of the MIT Visualization Group, describes his latest work in this Q&A.

    Q: How do you define the concept of “refusal,” and where does it come from?

    A: Refusal was developed in feminist and Indigenous studies. It’s this idea of saying “no,” without being given permission to say “no.” Scholars like Ruha Benjamin write about refusal in the context of surveillance, race, and bioethics, and talk about it as a necessary counterpart to consent. Others, like the authors of the “Feminist Data Manifest-No,” think of refusal as something that can help us commit to building better futures.

    Benjamin illustrates cases where the choice to refuse is not equally possible for everyone, citing examples involving genetic data and refugee screenings in the U.K. The imbalance of power in these situations underscores the broader concept of refusal, extending beyond rejecting specific options to challenging the entire set of choices presented.

    Q: What inspired you to work on the notion of refusal as an act of design?

    A: In my work on data ethics, I’ve been thinking about how to incorporate processes into research data collection, particularly around consent and opt-out, with a focus on individual autonomy and the idea of giving people choices about the way that their data is used. But when it comes to data privacy, simply making choices available is not enough. Choices can be unequally available, or create no-win situations where all options are bad. This led me to the concept of refusal: questioning the authority of data collectors and challenging their legitimacy.

    The key idea of my work is that refusal is an act of design. I think of refusal as deliberate actions to redesign our socio-technical landscape by exerting some sort of influence. Like design, refusal is generative. Like design, it’s oriented towards creating alternate possibilities and alternate futures. Design is a process of exploring or traversing a space of possibility. Applying a design framework to cases of refusal drawn from scholarly and journalistic sources allowed me to establish a common language for talking about refusal and to imagine refusals that haven’t been explored yet.

    Q: What are the stakes around data privacy and data collection?

    A: The use of data for facial recognition surveillance in the U.S. is a big example we use in the paper. When people do everyday things like post on social media or walk past cameras in public spaces, they might be contributing their data to training facial recognition systems. For instance, a tech company may take photos from a social media site and build facial recognition that they then sell to the government. In the U.S., these systems are disproportionately used by police to surveil communities of color. It is difficult to apply concepts like consent and opt out of these processes, because they happen over time and involve multiple kinds of institutions. It’s also not clear that individual opt-out would do anything to change the overall situation. Refusal then becomes a crucial avenue, at both individual and community levels, to think more broadly of how affected people still exert some kind of voice or agency, without necessarily having an official channel to do so.

    Q: Why do you think these issues are more particularly affecting disempowered communities?

    A: People who are affected by technologies are not always included in the design process for those technologies. Refusal then becomes a meaningful expression of values and priorities for those who were not part of the early design conversations. Actions taken against technologies like face surveillance — be it legal battles against companies, advocacy for stricter regulations, or even direct action like disabling security cameras — may not fit the conventional notion of participating in a design process. And yet, these are the actions available to refusers who may be excluded from other forms of participation.

    I’m particularly inspired by the movement around Indigenous data sovereignty. Organizations like the First Nations Information Governance Centre work towards prioritizing Indigenous communities’ perspectives in data collection, and refuse inadequate representation in official health data from the Canadian government. I think this is a movement that exemplifies the potential of refusal, not only as a way to reject what’s being offered, but also as a means to propose a constructive alternative, very much like design. Refusal is not merely a negation, but a pathway to different futures.

    Q: Can you elaborate on the design framework you propose?

    A: Refusals vary widely across contexts and scales. Developing a framework for refusal is about helping people see actions that are seemingly very different as instances of the same broader idea. Our framework consists of four facets: autonomy, time, power, and cost.

    Consider the case of IBM creating a facial recognition dataset using people’s photos without consent. We saw multiple forms of refusal emerge in response. IBM allowed individuals to opt out by withdrawing their photos. People collectively refused by creating a class-action lawsuit against IBM. Around the same time, many U.S. cities started passing local legislation banning the government use of facial recognition. Evaluating these cases through the framework highlights commonalities and differences. The framework highlights varied approaches to autonomy, like individual opt-out and collective action. Regarding time, opt-outs and lawsuits react to past harm, while legislation might proactively prevent future harm. Power dynamics differ; withdrawing individual photos minimally influences IBM, while legislation could potentially cause longer-term change. And as for cost, individual opt-out seems less demanding, while other approaches require more time and effort, balanced against potential benefits.

    The framework facilitates case description and comparison across these dimensions. I think its generative nature encourages exploration of novel forms of refusal as well. By identifying the characteristics we want to see in future refusal strategies — collective, proactive, powerful, low-cost… — we can aspire to shape future approaches and change the behavior of data collectors. We may not always be able to combine all these criteria, but the framework provides a means to articulate our aspirational goals in this context.

    Q: What impact do you hope this research will have?

    A: I hope to expand the notion of who can participate in design, and whose actions are seen as legitimate expressions of design input. I think a lot of work so far in the conversation around data ethics prioritizes the perspective of computer scientists who are trying to design better systems, at the expense of the perspective of people for whom the systems are not currently working. So, I hope designers and computer scientists can embrace the concept of refusal as a legitimate form of design, and a source of inspiration. There’s a vital conversation happening, one that should influence the design of future systems, even if expressed through unconventional means.

    One of the things I want to underscore in the paper is that design extends beyond software. Taking a socio-technical perspective, the act of designing encompasses software, institutions, relationships, and governance structures surrounding data use. I want people who aren’t software engineers, like policymakers or activists, to view themselves as integral to the technology design process. More

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    New model predicts how shoe properties affect a runner’s performance

    A good shoe can make a huge difference for runners, from career marathoners to couch-to-5K first-timers. But every runner is unique, and a shoe that works for one might trip up another. Outside of trying on a rack of different designs, there’s no quick and easy way to know which shoe best suits a person’s particular running style.

    MIT engineers are hoping to change that with a new model that predicts how certain shoe properties will affect a runner’s performance.

    The simple model incorporates a person’s height, weight, and other general dimensions, along with shoe properties such as stiffness and springiness along the midsole. With this input, the model then simulates a person’s running gait, or how they would run, in a particular shoe.

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    Using the model, the researchers can simulate how a runner’s gait changes with different shoe types. They can then pick out the shoe that produces the best performance, which they define as the degree to which a runner’s expended energy is minimized.

    While the model can accurately simulate changes in a runner’s gait when comparing two very different shoe types, it is less discerning when comparing relatively similar designs, including most commercially available running shoes. For this reason, the researchers envision the current model would be best used as a tool for shoe designers looking to push the boundaries of sneaker design.

    “Shoe designers are starting to 3D print shoes, meaning they can now make them with a much wider range of properties than with just a regular slab of foam,” says Sarah Fay, a postdoc in MIT’s Sports Lab and the Institute for Data, Systems, and Society (IDSS). “Our model could help them design really novel shoes that are also high-performing.”

    The team is planning to improve the model, in hopes that consumers can one day use a similar version to pick shoes that fit their personal running style.

    “We’ve allowed for enough flexibility in the model that it can be used to design custom shoes and understand different individual behaviors,” Fay says. “Way down the road, we imagine that if you send us a video of yourself running, we could 3D print the shoe that’s right for you. That would be the moonshot.”

    The new model is reported in a study appearing this month in the Journal of Biomechanical Engineering. The study is authored by Fay and Anette “Peko” Hosoi, professor of mechanical engineering at MIT.

    Running, revamped

    The team’s new model grew out of talks with collaborators in the sneaker industry, where designers have started to 3D print shoes at commercial scale. These designs incorporate 3D-printed midsoles that resemble intricate scaffolds, the geometry of which can be tailored to give a certain bounce or stiffness in specific locations across the sole.

    “With 3D printing, designers can tune everything about the material response locally,” Hosoi says. “And they came to us and essentially said, ‘We can do all these things. What should we do?’”

    “Part of the design problem is to predict what a runner will do when you put an entirely new shoe on them,” Fay adds. “You have to couple the dynamics of the runner with the properties of the shoe.”

    Fay and Hosoi looked first to represent a runner’s dynamics using a simple model. They drew inspiration from Thomas McMahon, a leader in the study of biomechanics at Harvard University, who in the 1970s used a very simple “spring and damper” model to model a runner’s essential gait mechanics. Using this gait model, he predicted how fast a person could run on various track types, from traditional concrete surfaces to more rubbery material. The model showed that runners should run faster on softer, bouncier tracks that supported a runner’s natural gait.

    Though this may be unsurprising today, the insight was a revelation at the time, prompting Harvard to revamp its indoor track — a move that quickly accumulated track records, as runners found they could run much faster on the softier, springier surface.

    “McMahon’s work showed that, even if we don’t model every single limb and muscle and component of the human body, we’re still able to create meaningful insights in terms of how we design for athletic performance,” Fay says.

    Gait cost

    Following McMahon’s lead, Fay and Hosoi developed a similar, simplified model of a runner’s dynamics. The model represents a runner as a center of mass, with a hip that can rotate and a leg that can stretch. The leg is connected to a box-like shoe, with springiness and shock absorption that can be tuned, both vertically and horizontally.

    They reasoned that they should be able to input into the model a person’s basic dimensions, such as their height, weight, and leg length, along with a shoe’s material properties, such as the stiffness of the front and back midsole, and use the model to simulate what a person’s gait is likely to be when running in that shoe.

    But they also realized that a person’s gait can depend on a less definable property, which they call the “biological cost function” — a quality that a runner might not consciously be aware of but nevertheless may try to minimize whenever they run. The team reasoned that if they can identify a biological cost function that is general to most runners, then they might predict not only a person’s gait for a given shoe but also which shoe produces the gait corresponding to the best running performance.

    With this in mind, the team looked to a previous treadmill study, which recorded detailed measurements of runners, such as the force of their impacts, the angle and motion of their joints, the spring in their steps, and the work of their muscles as they ran, each in the same type of running shoe.

    Fay and Hosoi hypothesized that each runner’s actual gait arose not only from their personal dimensions and shoe properties, but also a subconscious goal to minimize one or more biological measures, yet unknown. To reveal these measures, the team used their model to simulate each runner’s gait multiple times. Each time, they programmed the model to assume the runner minimized a different biological cost, such as the degree to which they swing their leg or the impact that they make with the treadmill. They then compared the modeled gait with the runner’s actual gait to see which modeled gait — and assumed cost — matched the actual gait.

    In the end, the team found that most runners tend to minimize two costs: the impact their feet make with the treadmill and the amount of energy their legs expend.

    “If we tell our model, ‘Optimize your gait on these two things,’ it gives us really realistic-looking gaits that best match the data we have,” Fay explains. “This gives us confidence that the model can predict how people will actually run, even if we change their shoe.”

    As a final step, the researchers simulated a wide range of shoe styles and used the model to predict a runner’s gait and how efficient each gait would be for a given type of shoe.

    “In some ways, this gives you a quantitative way to design a shoe for a 10K versus a marathon shoe,” Hosoi says. “Designers have an intuitive sense for that. But now we have a mathematical understanding that we hope designers can use as a tool to kickstart new ideas.”

    This research is supported, in part, by adidas. More

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    To excel at engineering design, generative AI must learn to innovate, study finds

    ChatGPT and other deep generative models are proving to be uncanny mimics. These AI supermodels can churn out poems, finish symphonies, and create new videos and images by automatically learning from millions of examples of previous works. These enormously powerful and versatile tools excel at generating new content that resembles everything they’ve seen before.

    But as MIT engineers say in a new study, similarity isn’t enough if you want to truly innovate in engineering tasks.

    “Deep generative models (DGMs) are very promising, but also inherently flawed,” says study author Lyle Regenwetter, a mechanical engineering graduate student at MIT. “The objective of these models is to mimic a dataset. But as engineers and designers, we often don’t want to create a design that’s already out there.”

    He and his colleagues make the case that if mechanical engineers want help from AI to generate novel ideas and designs, they will have to first refocus those models beyond “statistical similarity.”

    “The performance of a lot of these models is explicitly tied to how statistically similar a generated sample is to what the model has already seen,” says co-author Faez Ahmed, assistant professor of mechanical engineering at MIT. “But in design, being different could be important if you want to innovate.”

    In their study, Ahmed and Regenwetter reveal the pitfalls of deep generative models when they are tasked with solving engineering design problems. In a case study of bicycle frame design, the team shows that these models end up generating new frames that mimic previous designs but falter on engineering performance and requirements.

    When the researchers presented the same bicycle frame problem to DGMs that they specifically designed with engineering-focused objectives, rather than only statistical similarity, these models produced more innovative, higher-performing frames.

    The team’s results show that similarity-focused AI models don’t quite translate when applied to engineering problems. But, as the researchers also highlight in their study, with some careful planning of task-appropriate metrics, AI models could be an effective design “co-pilot.”

    “This is about how AI can help engineers be better and faster at creating innovative products,” Ahmed says. “To do that, we have to first understand the requirements. This is one step in that direction.”

    The team’s new study appeared recently online, and will be in the December print edition of the journal Computer Aided Design. The research is a collaboration between computer scientists at MIT-IBM Watson AI Lab and mechanical engineers in MIT’s DeCoDe Lab. The study’s co-authors include Akash Srivastava and Dan Gutreund at the MIT-IBM Watson AI Lab.

    Framing a problem

    As Ahmed and Regenwetter write, DGMs are “powerful learners, boasting unparalleled ability” to process huge amounts of data. DGM is a broad term for any machine-learning model that is trained to learn distribution of data and then use that to generate new, statistically similar content. The enormously popular ChatGPT is one type of deep generative model known as a large language model, or LLM, which incorporates natural language processing capabilities into the model to enable the app to generate realistic imagery and speech in response to conversational queries. Other popular models for image generation include DALL-E and Stable Diffusion.

    Because of their ability to learn from data and generate realistic samples, DGMs have been increasingly applied in multiple engineering domains. Designers have used deep generative models to draft new aircraft frames, metamaterial designs, and optimal geometries for bridges and cars. But for the most part, the models have mimicked existing designs, without improving the performance on existing designs.

    “Designers who are working with DGMs are sort of missing this cherry on top, which is adjusting the model’s training objective to focus on the design requirements,” Regenwetter says. “So, people end up generating designs that are very similar to the dataset.”

    In the new study, he outlines the main pitfalls in applying DGMs to engineering tasks, and shows that the fundamental objective of standard DGMs does not take into account specific design requirements. To illustrate this, the team invokes a simple case of bicycle frame design and demonstrates that problems can crop up as early as the initial learning phase. As a model learns from thousands of existing bike frames of various sizes and shapes, it might consider two frames of similar dimensions to have similar performance, when in fact a small disconnect in one frame — too small to register as a significant difference in statistical similarity metrics — makes the frame much weaker than the other, visually similar frame.

    Beyond “vanilla”
    An animation depicting transformations across common bicycle designs. Credit: Courtesy of the researchers

    The researchers carried the bicycle example forward to see what designs a DGM would actually generate after having learned from existing designs. They first tested a conventional “vanilla” generative adversarial network, or GAN — a model that has widely been used in image and text synthesis, and is tuned simply to generate statistically similar content. They trained the model on a dataset of thousands of bicycle frames, including commercially manufactured designs and less conventional, one-off frames designed by hobbyists.

    Once the model learned from the data, the researchers asked it to generate hundreds of new bike frames. The model produced realistic designs that resembled existing frames. But none of the designs showed significant improvement in performance, and some were even a bit inferior, with heavier, less structurally sound frames.

    The team then carried out the same test with two other DGMs that were specifically designed for engineering tasks. The first model is one that Ahmed previously developed to generate high-performing airfoil designs. He built this model to prioritize statistical similarity as well as functional performance. When applied to the bike frame task, this model generated realistic designs that also were lighter and stronger than existing designs. But it also produced physically “invalid” frames, with components that didn’t quite fit or overlapped in physically impossible ways.

    “We saw designs that were significantly better than the dataset, but also designs that were geometrically incompatible because the model wasn’t focused on meeting design constraints,” Regenwetter says.

    The last model the team tested was one that Regenwetter built to generate new geometric structures. This model was designed with the same priorities as the previous models, with the added ingredient of design constraints, and prioritizing physically viable frames, for instance, with no disconnections or overlapping bars. This last model produced the highest-performing designs, that were also physically feasible.

    “We found that when a model goes beyond statistical similarity, it can come up with designs that are better than the ones that are already out there,” Ahmed says. “It’s a proof of what AI can do, if it is explicitly trained on a design task.”

    For instance, if DGMs can be built with other priorities, such as performance, design constraints, and novelty, Ahmed foresees “numerous engineering fields, such as molecular design and civil infrastructure, would greatly benefit. By shedding light on the potential pitfalls of relying solely on statistical similarity, we hope to inspire new pathways and strategies in generative AI applications outside multimedia.” More

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    A new way to integrate data with physical objects

    To get a sense of what StructCode is all about, says Mustafa Doğa Doğan, think of Superman. Not the “faster than a speeding bullet” and “more powerful than a locomotive” version, but a Superman, or Superwoman, who sees the world differently from ordinary mortals — someone who can look around a room and glean all kinds of information about ordinary objects that is not apparent to people with less penetrating faculties.

    That, in a nutshell, is “the high-level idea behind StructCode,” explains Doğan, a PhD student in electrical engineering and computer science at MIT and an affiliate of the MIT Computer Science and Artificial Intelligence Laboratory (CSAIL). “The goal is to change the way we interact with objects” — to make those interactions more meaningful and more meaning-laden — “by embedding information into objects in ways that can be readily accessed.”

    StructCode grew out of an effort called InfraredTags, which Doğan and other colleagues introduced in 2022. That work, as well as the current project, was carried out in the laboratory of MIT Associate Professor Stefanie Mueller — Doğan’s advisor, who has taken part in both projects. In last year’s approach, “invisible” tags — that can only be seen with cameras capable of detecting infrared light — were used to reveal information about physical objects. The drawback there was that many cameras cannot perceive infrared light. Moreover, the method for fabricating these objects and affixing the tags to their surfaces relied on 3D printers, which tend to be very slow and often can only make objects that are small.

    StructCode, at least in its original version, relies on objects produced with laser-cutting techniques that can be manufactured within minutes, rather than the hours it might take on a 3D printer. Information can be extracted from these objects, moreover, with the RGB cameras that are commonly found in smartphones; the ability to operate in the infrared range of the spectrum is not required.

    In their initial demonstrations of the idea, the MIT-led team decided to construct their objects out of wood, making pieces such as furniture, picture frames, flowerpots, or toys that are well suited to laser-cut fabrication. A key question that had to be resolved was this: How can information be stored in a way that is unobtrusive and durable, as compared to externally-attached bar codes and QR codes, and also will not undermine an object’s structural integrity?

    The solution that the team has come up with, for now, is to rely on joints, which are ubiquitous in wooden objects made out of more than one component. Perhaps the most familiar is the finger joint, which has a kind of zigzag pattern whereby two wooden pieces adjoin at right angles such that every protruding “finger” along the joint of the first piece fits into a corresponding “gap” in the joint of the second piece and, similarly, every gap in the joint of the first piece is filled with a finger from the second.

    “Joints have these repeating features, which are like repeating bits,” Dogan says. To create a code, the researchers slightly vary the length of the gaps or fingers. A standard size length is accorded a 1. A slightly shorter length is assigned a 0, and a slightly longer length is assigned a 2. The encoding scheme is based on the sequence of these numbers, or bits, that can be observed along a joint. For every string of four bits, there are 81 (34) possible variations.

    The team also demonstrated ways of encoding messages in “living hinges” — a kind of joint that is made by taking a flat, rigid piece of material and making it bendable by cutting a series of parallel, vertical lines. As with the finger joints, the distance between these lines can be varied: 1 being the standard length, 0 being a slightly shorter length, and 2 being slightly longer. And in this way, a code can be assembled from an object that contains a living hinge.

    The idea is described in a paper, “StructCode: Leveraging Fabrication Artifacts to Store Data in Laser-Cut Objects,” that was presented this month at the 2023 ACM Symposium on Computational Fabrication in New York City. Doğan, the paper’s first author, is joined by Mueller and four coauthors — recent MIT alumna Grace Tang ’23, MNG ’23; MIT undergraduate Richard Qi; University of California at Berkeley graduate student Vivian Hsinyueh Chan; and Cornell University Assistant Professor Thijs Roumen.

    “In the realm of materials and design, there is often an inclination to associate novelty and innovation with entirely new materials or manufacturing techniques,” notes Elvin Karana, a professor of materials innovation and design at the Delft University of Technology. One of the things that impresses Karana most about StructCode is that it provides a novel means of storing data by “applying a commonly used technique like laser cutting and a material as ubiquitous as wood.”

    The idea for StructCode, adds University of Colorado computer scientist Ellen Yi-Luen Do, “is “simple, elegant, and totally makes sense. It’s like having the Rosetta Stone to help decipher Egyptian hieroglyphs.”

    Patrick Baudisch, a computer scientist at the Hasso Plattner Institute in Germany, views StructCode as “a great step forward for personal fabrication. It takes a key piece of functionality that’s only offered today for mass-produced goods and brings it to custom objects.”

    Here, in brief, is how it works: First, a laser cutter — guided by a model created via StructCode — fabricates an object into which encoded information has been embedded. After downloading a StructCode app, an user can decode the hidden message by pointing a cellphone camera at the object, which can (aided by StructCode software) detect subtle variations in length found in an object’s outward-facing joints or living hinges.

    The process is even easier if the user is equipped with augmented reality glasses, Doğan says. “In that case, you don’t need to point a camera. The information comes up automatically.” And that can give people more of the “superpowers” that the designers of StructCode hope to confer.

    “The object doesn’t need to contain a lot of information,” Doğan adds. “Just enough — in the form of, say, URLs — to direct people to places they can find out what they need to know.”

    Users might be sent to a website where they can obtain information about the object — how to care for it, and perhaps eventually how to disassemble it and recycle (or safely dispose of) its contents. A flowerpot that was made with living hinges might inform a user, based on records that are maintained online, as to when the plant inside the pot was last watered and when it needs to be watered again. Children examining a toy crocodile could, through StructCode, learn scientific details about various parts of the animal’s anatomy. A picture frame made with finger joints modified by StructCode could help people find out about the painting inside the frame and about the person (or persons) who created the artwork — perhaps linking to a video of an artist talking about this work directly.

    “This technique could pave the way for new applications, such as interactive museum exhibits,” says Raf Ramakers, a computer scientist at Hasselt University in Belgium. “It holds the potential for broadening the scope of how we perceive and interact with everyday objects” — which is precisely the goal that motivates the work of Doğan and his colleagues.

    But StructCode is not the end of the line, as far as Doğan and his collaborators are concerned. The same general approach could be adapted to other manufacturing techniques besides laser cutting, and information storage doesn’t have to be confined to the joints of wooden objects. Data could be represented, for instance, in the texture of leather, within the pattern of woven or knitted pieces, or concealed by other means within an image. Doğan is excited by the breadth of available options and by the fact that their “explorations into this new realm of possibilities, designed to make objects and our world more interactive, are just beginning.” More

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    Improving accessibility of online graphics for blind users

    The beauty of a nice infographic published alongside a news or magazine story is that it makes numeric data more accessible to the average reader. But for blind and visually impaired users, such graphics often have the opposite effect.

    For visually impaired users — who frequently rely on screen-reading software that speaks words or numbers aloud as the user moves a cursor across the screen — a graphic may be nothing more than a few words of alt text, such as a chart’s title. For instance, a map of the United States displaying population rates by county might have alt text in the HTML that says simply, “A map of the United States with population rates by county.” The data has been buried in an image, making it entirely inaccessible.

    “Charts have these various visual features that, as a [sighted] reader, you can shift your attention around, look at high-level patterns, look at individual data points, and you can do this on the fly,” says Jonathan Zong, a 2022 MIT Morningside Academy for Design (MAD) Fellow and PhD student in computer science, who points out that even when a graphic includes alt text that interprets the data, the visually impaired user must accept the findings as presented.

    “If you’re [blind and] using a screen reader, the text description imposes a linear predefined reading order. So, you’re beholden to the decisions that the person who wrote the text made about what information was important to include.”

    While some graphics do include data tables that a screen reader can read, it requires the user to remember all the data from each row and column as they move on to the next one. According to the National Federation of the Blind, Zong says, there are 7 million people living in the United States with visual disabilities, and nearly 97 percent of top-level pages on the internet are not accessible to screen readers. The problem, he points out, is an especially difficult one for blind researchers to get around. Some researchers with visual impairments rely on a sighted collaborator to read and help interpret graphics in peer-reviewed research.

    Working with the Visualization Group at the Computer Science and Artificial Intelligence Lab (CSAIL) on a project led by Associate Professor Arvind Satyanarayan that includes Daniel Hajas, a blind researcher and innovation manager at the Global Disability Innovation Hub in England, Zong and others have written an open-source Javascript software program named Olli that solves this problem when it’s included on a website. Olli is able to go from big-picture analysis of a chart to the finest grain of detail to give the user the ability to select the degree of granularity that interests them.

    “We want to design richer screen-reader experiences for visualization with a hierarchical structure, multiple ways to navigate, and descriptions at varying levels of granularity to provide self-guided, open-ended exploration for the user.”

    Next steps with Olli are incorporating multi-sensory software to integrate text and visuals with sound, such as having a musical note that moves up or down the harmonic scale to indicate the direction of data on a linear graph, and possibly even developing tactile interpretations of data. Like most of the MAD Fellows, Zong integrates his science and engineering skills with design and art to create solutions to real-world problems affecting individuals. He’s been recognized for his work in both the visual arts and computer science. He holds undergraduate degrees in computer science and visual arts with a focus on graphic design from Princeton University, where his research was on the ethics of data collection.

    “The throughline is the idea that design can help us make progress on really tough social and ethical questions,” Zong says, calling software for accessible data visualization an “intellectually rich area for design.” “We’re thinking about ways to translate charts and graphs into text descriptions that can get read aloud as speech, or thinking about other kinds of audio mappings to sonify data, and we’re even exploring some tactile methods to understand data,” he says.

    “I get really excited about design when it’s a way to both create things that are useful to people in everyday life and also make progress on larger conversations about technology and society. I think working in accessibility is a great way to do that.”

    Another problem at the intersection of technology and society is the ethics of taking user data from social media for large-scale studies without the users’ awareness. While working as a summer graduate research fellow at Cornell’s Citizens and Technology Lab, Zong helped create an open-source software called Bartleby that can be used in large anonymous data research studies. After researchers collect data, but before analysis, Bartleby would automatically send an email message to every user whose data was included, alert them to that fact and offer them the choice to review the resulting data table and opt out of the study. Bartleby was honored in the student category of Fast Company’s Innovation by Design Awards for 2022. In November the same year, Forbes magazine named Jonathan Zong in its Forbes 30 Under 30 in Science 2023 list for his work in data visualization accessibility.

    The underlying theme to all Zong’s work is the exploration of autonomy and agency, even in his artwork, which is heavily inclusive of text and semiotic play. In “Public Display,” he created a handmade digital display font by erasing parts of celebrity faces that were taken from a facial recognition dataset. The piece was exhibited in 2020 in MIT’s Wiesner Gallery, and received the third-place prize in the MIT Schnitzer Prize in the Visual Arts that year. The work deals not only with the neurological aspects of distinguishing faces from typefaces, but also with the implications for erasing individuals’ identities through the practice of using facial recognition programs that often target individuals in communities of color in unfair ways. Another of his works, “Biometric Sans,” a typography system that stretches letters based on a person’s typing speed, will be included in a show at the Harvard Science Center sometime next fall.

    “MAD, particularly the large events MAD jointly hosted, played a really important function in showing the rest of MIT that this is the kind of work we value. This is what design can look like and is capable of doing. I think it all contributes to that culture shift where this kind of interdisciplinary work can be valued, recognized, and serve the public.

    “There are shared ideas around embodiment and representation that tie these different pursuits together for me,” Zong says. “In the ethics work, and the art on surveillance, I’m thinking about whether data collectors are representing people the way they want to be seen through data. And similarly, the accessibility work is about whether we can make systems that are flexible to the way people want to use them.” More

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    New program to support translational research in AI, data science, and machine learning

    The MIT School of Engineering and Pillar VC today announced the MIT-Pillar AI Collective, a one-year pilot program funded by a gift from Pillar VC that will provide seed grants for projects in artificial intelligence, machine learning, and data science with the goal of supporting translational research. The program will support graduate students and postdocs through access to funding, mentorship, and customer discovery.

    Administered by the MIT Deshpande Center for Technological Innovation, the MIT-Pillar AI Collective will center on the market discovery process, advancing projects through market research, customer discovery, and prototyping. Graduate students and postdocs will aim to emerge from the program having built minimum viable products, with support from Pillar VC and experienced industry leaders.

    “We are grateful for this support from Pillar VC and to join forces to converge the commercialization of translational research in AI, data science, and machine learning, with an emphasis on identifying and cultivating prospective entrepreneurs,” says Anantha Chandrakasan, dean of the MIT School of Engineering and Vannevar Bush Professor of Electrical Engineering and Computer Science. “Pillar’s focus on mentorship for our graduate students and postdoctoral researchers, and centering the program within the Deshpande Center, will undoubtedly foster big ideas in AI and create an environment for prospective companies to launch and thrive.” 

    Founded by Jamie Goldstein ’89, Pillar VC is committed to growing companies and investing in personal and professional development, coaching, and community.

    “Many of the most promising companies of the future are living at MIT in the form of transformational research in the fields of data science, AI, and machine learning,” says Goldstein. “We’re honored by the chance to help unlock this potential and catalyze a new generation of founders by surrounding students and postdoctoral researchers with the resources and mentorship they need to move from the lab to industry.”

    The program will launch with the 2022-23 academic year. Grants will be open only to MIT faculty and students, with an emphasis on funding for graduate students in their final year, as well as postdocs. Applications must be submitted by MIT employees with principal investigator status. A selection committee composed of three MIT representatives will include Devavrat Shah, faculty director of the Deshpande Center, the Andrew (1956) and Erna Viterbi Professor in the Department of Electrical Engineering and Computer Science and the Institute for Data, Systems, and Society; the chair of the selection committee; and a representative from the MIT Schwarzman College of Computing. The committee will also include representation from Pillar VC. Funding will be provided for up to nine research teams.

    “The Deshpande Center will serve as the perfect home for the new collective, given its focus on moving innovative technologies from the lab to the marketplace in the form of breakthrough products and new companies,” adds Chandrakasan. 

    “The Deshpande Center has a 20-year history of guiding new technologies toward commercialization, where they can have a greater impact,” says Shah. “This new collective will help the center expand its own impact by helping more projects realize their market potential and providing more support to researchers in the fast-growing fields of AI, machine learning, and data science.” More

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    Visualizing migration stories

    On July 27, 2020, 51 people migrating to the United States were found dead in an overheated trailer near the Mexican border. Understanding why migrants willingly take such risks is the topic of a recent exhibition and report, co-authored by researchers at MIT’s Civic Data Design Lab (CDDL). The research has been used by the U.S. Senate and the United Nations to develop new policies to address the challenges, dangers, and opportunities presented by migration in the Americas.

    To illustrate these motivations and risks, researchers at CDDL have designed an exhibition featuring digital and physical visualizations that encourage visitors to engage with migrants’ experiences more fully. “Distance Unknown” made its debut at the United Nations World Food Program (WFP) executive board meeting in Rome earlier this summer, with plans for additional exhibition stops over the next year.

    The exhibition is inspired by the 2021 report about migration, co-authored by CDDL, that highlighted economic distress as the main factor pushing migrants from Central America to the United States. The report’s findings were cited in a January 2022 letter from 35 U.S. senators to Homeland Security Secretary Alejandro Mayorkas and Secretary of State Antony Blinken (who leads the Biden administration’s migration task force) that advocated for addressing humanitarian needs in Central America. In June, the United States joined 20 countries in issuing the Los Angeles Declaration on Migration and Protection, which proposed expanded legal avenues to migration.

    “This exhibition takes a unique approach to visualizing migration stories by humanizing the data. Visitors to the exhibition can see the data in aggregate, but then they can dive deeper and learn migrants’ individual motivations,” says Sarah Williams, associate professor of technology and urban planning, director of the Civic Data Design Lab and the Norman B. Leventhal Center for Advanced Urbanism, and the lead designer of the exhibition.

    The data for the exhibition were taken from a survey of over 5,000 people in El Salvador, Guatemala, and Honduras conducted by the WFP and analyzed in the subsequent report. The report showed that approximately 43 percent of people surveyed in 2021 were considering migrating in the prior year, compared to 8 percent in 2019 — a change that comes after nearly two years of impacts from a global pandemic and as food insecurity dramatically increased in that region. Survey respondents cited low wages, unemployment, and minimal income levels as factors increasing their desire to migrate — ahead of reasons such as violence or natural disasters. 

    On the wall of the exhibition is a vibrant tapestry made of paper currency woven by 13 Latin American immigrants. Approximately 15-by-8 feet, this physical data visualization explains the root causes of migration from Central America documented by CDDL research. Each bill in the tapestry represents one migrant; visitors are invited to take a piece of the tapestry and scan it at a touch-screen station, where the story of that migrant appears. This allows visitors to dive deeper into the causes of migration by learning more about why an individual migrant family in the study left home, their household circumstances, and their personal stories.

    Another feature of the exhibition is an interactive map that allows visitors to explore the journeys and barriers that migrants face along the way. Created from a unique dataset collected by researchers from internet hotspots along the migration trail, the data showed that migrants from 43 countries (some as distant as China and Afghanistan) used this Latin American trail. The map highlights the Darien Gap region of Central America, one of the most dangerous and costly migration routes. The area is remote, without roads, and consists of swamps and dense jungle.

    The “Distance Unknown” exhibition represented data taken from internet hotspots on the migration pathway from the Darien Gap in Colombia to the Mexican border. This image shows migrant routes from 43 countries.

    Image courtesy of the Civic Data Design Lab.

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    The intense multimedia exhibition demonstrates the approach that Williams takes with her research. “One of the exciting features of the exhibition is that it shows that artistic forms of data visualization start new conversations, which create the dialogue necessary for policy change. We couldn’t be more thrilled with the way the exhibition helped influence the hearts and minds of people who have the political will to impact policy,” says Williams.

    In his opening remarks to the exhibition, David Beasley, executive director of WFP, explained that “when people have to migrate because they have no choice, it creates political problems on all sides,” and emphasized the importance of proposing solutions. Citing the 2021 report, Beasley noted that migrants from El Salvador, Guatemala, and Honduras collectively spent $2.2 billion to migrate to the United States in 2021, which is comparable to what their respective governments spend on primary education.

    The WFP hopes to bring the exhibition to other locations, including Washington, Geneva, New York, Madrid, Buenos Aires, and Panama. More

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    Making data visualization more accessible for blind and low-vision individuals

    Data visualizations on the web are largely inaccessible for blind and low-vision individuals who use screen readers, an assistive technology that reads on-screen elements as text-to-speech. This excludes millions of people from the opportunity to probe and interpret insights that are often presented through charts, such as election results, health statistics, and economic indicators. 

    When a designer attempts to make a visualization accessible, best practices call for including a few sentences of text that describe the chart and a link to the underlying data table — a far cry from the rich reading experience available to sighted users.

    An interdisciplinary team of researchers from MIT and elsewhere is striving to create screen-reader-friendly data visualizations that offer a similarly rich experience. They prototyped several visualization structures that provide text descriptions at varying levels of detail, enabling a screen-reader user to drill down from high-level data to more detailed information using just a few keystrokes.

    The MIT team embarked on an iterative co-design process with collaborator Daniel Hajas, a researcher at University College London who works with the Global Disability Innovation Hub and lost his sight at age 16. They collaborated to develop prototypes and ran a detailed user study with blind and low-vision individuals to gather feedback.

    “Researchers might see some connections between problems and be aware of potential solutions, but very often they miss it by a little bit. Insights from people who have the lived experience of a certain specific, measurable problem are really important for a lot of disability-related solutions. I think we found a really nice fit,” says Hajas.

    They created a framework to help designers think systematically about how to develop accessible visualizations. In the future, they plan to use their prototypes and design framework to build a user-friendly tool that could convert visualizations into accessible formats.

    MIT collaborators include co-lead authors and Computer Science and Artificial Intelligence Laboratory (CSAIL) graduate students Jonathan Zong, Crystal Lee, and Alan Lundgard, as well as JiWoong Jang, an undergraduate at Carnegie Mellon University who worked on this project during MIT’s Summer Research Program (MSRP), and senior author Arvind Satyanarayan, assistant professor of computer science who leads the Visualization Group in CSAIL. The research paper, which will be presented at the Eurographics Conference on Visualization, won a best paper honorable mention award.

    “Push what is possible”

    The researchers defined three design dimensions as key to making accessible visualizations: structure, navigation, and description. Structure involves arranging the information into a hierarchy. Navigation refers to how the user moves through different levels of detail. Description is how the information is spoken, including how much information is conveyed.

    Using these design dimensions, they developed several visualization prototypes that emphasized ease-of-navigation for screen-reader users. One prototype, known as multiview, enabled individuals to use the up and down arrows to navigate between different levels of information (like the chart title as the top level, the legend as the second level, etc.), and the right and left arrow keys to cycle through information on the same level (such as adjacent scatterplots). Another prototype, known as target, included the same arrow key navigation but also a drop-down menu of key chart locations so the user could quickly jump to an area of interest.

    “Our goal is not just to work within existing standards to make them serviceable. We really set out to do grounded speculation and imagine where we can push what is possible with these existing standards. We didn’t want to limit ourselves to refitting tools that were designed for images,” says Zong.

    They tested these prototypes and an accessible data table, the existing best practice for accessible visualizations, with 13 blind and visually impaired screen-reader users. They asked users to rate each tool on several criteria, including how easy it was to learn and how easy it was to locate data or answer questions.

    “One thing I thought was really interesting was how much people were constantly testing their own hypotheses or trying to make specific patterns as they moved through the visualization. The implication for navigation is that you want to be able to orient yourself within the visualization so you know where the limits are,” says Lee. “Can you accurately and easily know where the walls are in the room you are exploring?”

    Improved insights

    Users said both prototypes enabled them to more rapidly identify patterns in the data. Scrolling from a high level to deeper levels of information helped them gain insights more easily than when browsing the data table, they said. They also enjoyed faster navigation using the menu in the target prototype.

    But the data table got top marks for ease of use.

    “I expected people to be disappointed with the everyday tools when compared to the new prototypes, but they still clung to the data table a bit, likely because of their familiarity with it. That shows that principles like familiarity, learnability, and usability still matter. No matter how ‘good’ our new invention is, if it is not easy enough to learn, people might stick with an older version,” Hajas says.

    Drawing on these insights, the researchers are refining the prototypes and using them to build a software package that can be used with existing design tools to give visualizations an accessible, navigable structure.

    They also want to explore multimodal solutions. Some study participants used different devices together, like screen readers and braille displays, or data sonification tools that convey information using non-speech audio. How these tools can complement each other when applied to a visualization is still an open question, Zong says.

    In the long-run, they hope their work might lead to careful rethinking of web accessibility standards.

    “There is no one-size-fits-all solution for accessibility. While existing standards don’t presume that, they only offer simple approaches, like data tables and alt text. One of the key benefits of our research contribution is that we are proposing a framework — different preferences and data representations are situated at different points in this design space,” says Lundgard.

    “We have been working hard toward reducing the inequities that screen-reader users face when extracting information from online data visualizations for the past few years. So, we are really appreciative of this work and the knowledge that it adds to the existing literature,” says Ather Sharif, a graduate student who researches accessibility and visualization in the labs of professors Jacob Wobbrock and Katharina Reinecke at the Paul G. Allen School of Computer Science and Engineering of the University of Washington at Seattle, and who was not involved with this work.

    “I like to think of it as a movement where we’re all finally coming together and improving the experiences of a demographic that has been largely ignored, especially when presenting data through visualizations. Kudos to Jonathan, Arvind, and their team for this insightful and timely work! I am looking forward to what’s next,” adds Sharif, who is lead author of several recent papers related to accessible data visualizations.

    Amy Bower, a senior scientist in the Department of Physical Oceanography at the Woods Hole Oceanographic Institution who suffers from a degenerative retinal disease and uses a screen reader extensively in her work as a researcher and also for basic living tasks, found the researchers’ explanations of the importance of co-design to be powerful and compelling.  

    “As a blind scientist, I’m constantly searching for effective tools that will allow me to access the information conveyed in data visualizations. The layered approach taken by these researchers, which provides the option to get the ‘big picture’ from the data as well as drill down into the data points themselves, allows the user to choose how they want to explore the data,” says Bower, who also was not involved with this work. “I think the ability to freely explore the data is necessary not just to learn the ‘story’ that the data are telling, but to allow a blind researcher such as myself to formulate the next questions that need to be tackled to advance understanding in any field of study.”

    This work was supported, in part, by the National Science Foundation.   More