The use of the "hackathon" in design education: An opportunistic exploration

Finlay Page, Sylvester Sweeney, Fraser Bruce, Seaton Baxter

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

This paper reports on a "Hackathon" attended by 195 participants at an event in the University of Dundee in September 2015. In collaboration with a leading retailer of greeting cards and products in the UK, the goal of the hackathon was to reconceptualise new digital products from the firm's existing product range and markets. Over the course of five days, students from two undergraduate courses, product design and digital interaction design, participated in the event. The students were divided into large interdisciplinary/inter-year groups and provided with basic tools and electronic kits. "Fly on the wall" and "Immersive" techniques were used in the observation of the groups and in the development of their initial ideas and concepts during the hackathon. Samples of students were later interviewed and additional qualitative data gathered using a 'Graffiti wall' technique. The paper explores issues that were encountered during the event and also provides some useful insights on the role of icebreakers, leadership and team roles, distractions and workplace environments. The paper concludes with a series of recommendations for the future use of "Hackathons" in design education, paying particular attention to the role of team motivation at all stages during the event.

Original languageEnglish
Title of host publicationProceedings of the 18th International Conference on Engineering and Product Design Education
Subtitle of host publication Design Education: Collaboration and Cross-Disciplinarity, E and PDE 2016
EditorsErik Bohemia, Lyndon Buck, Kaare Eriksen, Ahmed Kovacevic, Nis Ovesen, Christian Tollestrup
Place of PublicationUnited Kingdom
PublisherInstitution of Engineering Designers, The Design Society
Pages246-251
Number of pages6
ISBN (Electronic)9781904670780
Publication statusPublished - 2016
Event18th International Conference on Engineering and Product Design Education, E and PDE 2016 - Aalborg, Denmark
Duration: 8 Sep 20169 Sep 2016

Conference

Conference18th International Conference on Engineering and Product Design Education, E and PDE 2016
CountryDenmark
CityAalborg
Period8/09/169/09/16

Fingerprint

Education
Students
event
Icebreakers
education
Product design
graffiti
product design
student
workplace
Group
electronics
leadership
firm
market
interaction

Keywords

  • Design
  • Distractions
  • Education
  • Hackathon
  • Icebreakers
  • Motivations
  • Product

Cite this

Page, F., Sweeney, S., Bruce, F., & Baxter, S. (2016). The use of the "hackathon" in design education: An opportunistic exploration. In E. Bohemia, L. Buck, K. Eriksen, A. Kovacevic, N. Ovesen, & C. Tollestrup (Eds.), Proceedings of the 18th International Conference on Engineering and Product Design Education: Design Education: Collaboration and Cross-Disciplinarity, E and PDE 2016 (pp. 246-251). United Kingdom: Institution of Engineering Designers, The Design Society.
Page, Finlay ; Sweeney, Sylvester ; Bruce, Fraser ; Baxter, Seaton. / The use of the "hackathon" in design education : An opportunistic exploration. Proceedings of the 18th International Conference on Engineering and Product Design Education: Design Education: Collaboration and Cross-Disciplinarity, E and PDE 2016. editor / Erik Bohemia ; Lyndon Buck ; Kaare Eriksen ; Ahmed Kovacevic ; Nis Ovesen ; Christian Tollestrup. United Kingdom : Institution of Engineering Designers, The Design Society, 2016. pp. 246-251
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abstract = "This paper reports on a {"}Hackathon{"} attended by 195 participants at an event in the University of Dundee in September 2015. In collaboration with a leading retailer of greeting cards and products in the UK, the goal of the hackathon was to reconceptualise new digital products from the firm's existing product range and markets. Over the course of five days, students from two undergraduate courses, product design and digital interaction design, participated in the event. The students were divided into large interdisciplinary/inter-year groups and provided with basic tools and electronic kits. {"}Fly on the wall{"} and {"}Immersive{"} techniques were used in the observation of the groups and in the development of their initial ideas and concepts during the hackathon. Samples of students were later interviewed and additional qualitative data gathered using a 'Graffiti wall' technique. The paper explores issues that were encountered during the event and also provides some useful insights on the role of icebreakers, leadership and team roles, distractions and workplace environments. The paper concludes with a series of recommendations for the future use of {"}Hackathons{"} in design education, paying particular attention to the role of team motivation at all stages during the event.",
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Page, F, Sweeney, S, Bruce, F & Baxter, S 2016, The use of the "hackathon" in design education: An opportunistic exploration. in E Bohemia, L Buck, K Eriksen, A Kovacevic, N Ovesen & C Tollestrup (eds), Proceedings of the 18th International Conference on Engineering and Product Design Education: Design Education: Collaboration and Cross-Disciplinarity, E and PDE 2016. Institution of Engineering Designers, The Design Society, United Kingdom, pp. 246-251, 18th International Conference on Engineering and Product Design Education, E and PDE 2016, Aalborg, Denmark, 8/09/16.

The use of the "hackathon" in design education : An opportunistic exploration. / Page, Finlay; Sweeney, Sylvester; Bruce, Fraser; Baxter, Seaton.

Proceedings of the 18th International Conference on Engineering and Product Design Education: Design Education: Collaboration and Cross-Disciplinarity, E and PDE 2016. ed. / Erik Bohemia; Lyndon Buck; Kaare Eriksen; Ahmed Kovacevic; Nis Ovesen; Christian Tollestrup. United Kingdom : Institution of Engineering Designers, The Design Society, 2016. p. 246-251.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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AB - This paper reports on a "Hackathon" attended by 195 participants at an event in the University of Dundee in September 2015. In collaboration with a leading retailer of greeting cards and products in the UK, the goal of the hackathon was to reconceptualise new digital products from the firm's existing product range and markets. Over the course of five days, students from two undergraduate courses, product design and digital interaction design, participated in the event. The students were divided into large interdisciplinary/inter-year groups and provided with basic tools and electronic kits. "Fly on the wall" and "Immersive" techniques were used in the observation of the groups and in the development of their initial ideas and concepts during the hackathon. Samples of students were later interviewed and additional qualitative data gathered using a 'Graffiti wall' technique. The paper explores issues that were encountered during the event and also provides some useful insights on the role of icebreakers, leadership and team roles, distractions and workplace environments. The paper concludes with a series of recommendations for the future use of "Hackathons" in design education, paying particular attention to the role of team motivation at all stages during the event.

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PB - Institution of Engineering Designers, The Design Society

CY - United Kingdom

ER -

Page F, Sweeney S, Bruce F, Baxter S. The use of the "hackathon" in design education: An opportunistic exploration. In Bohemia E, Buck L, Eriksen K, Kovacevic A, Ovesen N, Tollestrup C, editors, Proceedings of the 18th International Conference on Engineering and Product Design Education: Design Education: Collaboration and Cross-Disciplinarity, E and PDE 2016. United Kingdom: Institution of Engineering Designers, The Design Society. 2016. p. 246-251