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Four factors informing design judgement at a hackathon

Published: 04 December 2018 Publication History

Abstract

Hackathons have attracted increasing interest in recent years, and whereas much of the research focus on the role of hackathons as potential means for education, innovation, or municipal engagement, this paper focuses on the creative process of a hackathon. We present an explorative, autobiographical case study of a team at a hackathon and in the analysis we identify four factors, which in particular impacted the team's design judgement during the hackathon: 1) The hackathon format, 2) the available tools and materials, 3) the participants' domain knowledge, and 4) the participants' technical knowledge. Though the factors are evident in most design processes, we discuss how the four factors in a hackathon setting influenced the design judgement in a particular way and how the factors influenced the creative engagement in developing technology in the hackathon. We discuss potential implications for future research on how to understand design judgements made under the particular circumstances of a hackathon.

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Cited By

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  • (2024)Timbre Tools: Ethnographic Perspectives on Timbre and Sonic Cultures in Hackathon DesignsProceedings of the 19th International Audio Mostly Conference: Explorations in Sonic Cultures10.1145/3678299.3678322(229-244)Online publication date: 18-Sep-2024
  • (2024)The Future of Hackathon Research and PracticeIEEE Access10.1109/ACCESS.2024.345509212(133406-133425)Online publication date: 2024
  • (2024)What, how and when should I prototype? An empirical study of design team prototyping practices at the IDEA challenge hackathonDesign Science10.1017/dsj.2024.1610Online publication date: 25-Oct-2024
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    OzCHI '18: Proceedings of the 30th Australian Conference on Computer-Human Interaction
    December 2018
    639 pages
    ISBN:9781450361880
    DOI:10.1145/3292147
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 04 December 2018

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    Author Tags

    1. creative process
    2. design process
    3. hackathon
    4. tools and materials

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    View all
    • (2024)Timbre Tools: Ethnographic Perspectives on Timbre and Sonic Cultures in Hackathon DesignsProceedings of the 19th International Audio Mostly Conference: Explorations in Sonic Cultures10.1145/3678299.3678322(229-244)Online publication date: 18-Sep-2024
    • (2024)The Future of Hackathon Research and PracticeIEEE Access10.1109/ACCESS.2024.345509212(133406-133425)Online publication date: 2024
    • (2024)What, how and when should I prototype? An empirical study of design team prototyping practices at the IDEA challenge hackathonDesign Science10.1017/dsj.2024.1610Online publication date: 25-Oct-2024
    • (2024)Examining Conflict Patterns in Hackathon Teams: A Case StudyDesign Computing and Cognition’2410.1007/978-3-031-71918-9_12(182-198)Online publication date: 29-Sep-2024
    • (2023)On Hackathons: A Multidisciplinary Literature ReviewProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581234(1-21)Online publication date: 19-Apr-2023
    • (2022)How do participants collaborate during an online hackathon? An empirical, quantitative study of communication tracesFrontiers in Computer Science10.3389/fcomp.2022.9831644Online publication date: 15-Sep-2022
    • (2022)How Shortening or Lengthening Design Processes Configure Decision MakingNordic Human-Computer Interaction Conference10.1145/3546155.3547726(1-11)Online publication date: 8-Oct-2022
    • (2022)The Developers’ Design Thinking Toolbox in Hackathons: A Study on the Recurring Design Methods in Software Development MarathonsInternational Journal of Human–Computer Interaction10.1080/10447318.2022.207560139:12(2269-2291)Online publication date: 3-Jun-2022
    • (2021)Design at hackathons: new opportunities for design researchDesign Science10.1017/dsj.2021.17Online publication date: 22-Feb-2021
    • (2020)Useless, not WorthlessProceedings of the 2020 ACM Designing Interactive Systems Conference10.1145/3357236.3395547(1887-1899)Online publication date: 3-Jul-2020
    • Show More Cited By

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