Four Factors Informing Design Judgement at a Hackathon

Jeanette Falk Olesen, Nicolai Brodersen Hansen, Kim Halskov

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review


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.
Original languageEnglish
Title of host publicationOzCHI '18 Proceedings of the 30th Australian Conference on Computer-Human Interaction
EditorsAnn Morrison, George Buchanan, Jenny Waycott, Mark Billinghurst, Duncan Stevenson, J.H.-J. Choi, Mark Billinghurst, Ryan Kelly, Dana McKay, Artur Lugmayr
Number of pages11
PublisherAssociation for Computing Machinery
Publication dateDec 2018
ISBN (Electronic)978-1-4503-6188-0
Publication statusPublished - Dec 2018
EventOzCHI 2018 - Melbourne, Australia
Duration: 5 Dec 20187 Dec 2018


ConferenceOzCHI 2018
Internet address


  • Creative process
  • Design process
  • Hackathon
  • Tools and materials

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