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Four Factors Informing Design Judgement at a Hackathon

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

Standard

Four Factors Informing Design Judgement at a Hackathon. / Falk Olesen, Jeanette; Hansen, Nicolai Brodersen; Halskov, Kim.

OzCHI '18 Proceedings of the 30th Australian Conference on Computer-Human Interaction. ed. / Ann Morrison; George Buchanan; Jenny Waycott; Mark Billinghurst; Duncan Stevenson; J.H.-J. Choi; Mark Billinghurst; Ryan Kelly; Dana McKay; Artur Lugmayr. Association for Computing Machinery, 2018. p. 473-483.

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

Harvard

Falk Olesen, J, Hansen, NB & Halskov, K 2018, Four Factors Informing Design Judgement at a Hackathon. in A Morrison, G Buchanan, J Waycott, M Billinghurst, D Stevenson, JH-J Choi, M Billinghurst, R Kelly, D McKay & A Lugmayr (eds), OzCHI '18 Proceedings of the 30th Australian Conference on Computer-Human Interaction. Association for Computing Machinery, pp. 473-483, OzCHI 2018, Melbourne, Australia, 05/12/2018. https://doi.org/10.1145/3292147.3292155

APA

Falk Olesen, J., Hansen, N. B., & Halskov, K. (2018). Four Factors Informing Design Judgement at a Hackathon. In A. Morrison, G. Buchanan, J. Waycott, M. Billinghurst, D. Stevenson, JH-J. Choi, M. Billinghurst, R. Kelly, D. McKay, & A. Lugmayr (Eds.), OzCHI '18 Proceedings of the 30th Australian Conference on Computer-Human Interaction (pp. 473-483). Association for Computing Machinery. https://doi.org/10.1145/3292147.3292155

CBE

Falk Olesen J, Hansen NB, Halskov K. 2018. Four Factors Informing Design Judgement at a Hackathon. Morrison A, Buchanan G, Waycott J, Billinghurst M, Stevenson D, Choi JH-J, Billinghurst M, Kelly R, McKay D, Lugmayr A, editors. In OzCHI '18 Proceedings of the 30th Australian Conference on Computer-Human Interaction. Association for Computing Machinery. pp. 473-483. https://doi.org/10.1145/3292147.3292155

MLA

Falk Olesen, Jeanette, Nicolai Brodersen Hansen, and Kim Halskov "Four Factors Informing Design Judgement at a Hackathon"., Morrison, Ann, Buchanan, George, Waycott, Jenny, Billinghurst, Mark and Stevenson, Duncan Choi, J.H.-J. Billinghurst, Mark Kelly, Ryan McKay, Dana Lugmayr, Artur (editors). OzCHI '18 Proceedings of the 30th Australian Conference on Computer-Human Interaction. Association for Computing Machinery. 2018, 473-483. https://doi.org/10.1145/3292147.3292155

Vancouver

Falk Olesen J, Hansen NB, Halskov K. Four Factors Informing Design Judgement at a Hackathon. In Morrison A, Buchanan G, Waycott J, Billinghurst M, Stevenson D, Choi JH-J, Billinghurst M, Kelly R, McKay D, Lugmayr A, editors, OzCHI '18 Proceedings of the 30th Australian Conference on Computer-Human Interaction. Association for Computing Machinery. 2018. p. 473-483 https://doi.org/10.1145/3292147.3292155

Author

Falk Olesen, Jeanette ; Hansen, Nicolai Brodersen ; Halskov, Kim. / Four Factors Informing Design Judgement at a Hackathon. OzCHI '18 Proceedings of the 30th Australian Conference on Computer-Human Interaction. editor / Ann Morrison ; George Buchanan ; Jenny Waycott ; Mark Billinghurst ; Duncan Stevenson ; J.H.-J. Choi ; Mark Billinghurst ; Ryan Kelly ; Dana McKay ; Artur Lugmayr. Association for Computing Machinery, 2018. pp. 473-483

Bibtex

@inproceedings{f1909a6b0c2241b48e0bac23ab08cbb4,
title = "Four Factors Informing Design Judgement at a Hackathon",
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{\textquoteright}s design judgement during the hackathon: 1) The hackathon format, 2) the available tools and materials, 3) the participants{\textquoteright} domain knowledge, and 4) the participants{\textquoteright} 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.",
keywords = "Creative process, Design process, Hackathon, Tools and materials",
author = "{Falk Olesen}, Jeanette and Hansen, {Nicolai Brodersen} and Kim Halskov",
year = "2018",
month = dec,
doi = "10.1145/3292147.3292155",
language = "English",
pages = "473--483",
editor = "Ann Morrison and George Buchanan and Jenny Waycott and Mark Billinghurst and Duncan Stevenson and J.H.-J. Choi and Mark Billinghurst and Ryan Kelly and Dana McKay and Artur Lugmayr",
booktitle = "OzCHI '18 Proceedings of the 30th Australian Conference on Computer-Human Interaction",
publisher = "Association for Computing Machinery",
note = "null ; Conference date: 05-12-2018 Through 07-12-2018",
url = "http://www.ozchi.org/2018/#",

}

RIS

TY - GEN

T1 - Four Factors Informing Design Judgement at a Hackathon

AU - Falk Olesen, Jeanette

AU - Hansen, Nicolai Brodersen

AU - Halskov, Kim

PY - 2018/12

Y1 - 2018/12

N2 - 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.

AB - 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.

KW - Creative process

KW - Design process

KW - Hackathon

KW - Tools and materials

UR - https://dl.acm.org/citation.cfm?id=3292147&picked=prox

U2 - 10.1145/3292147.3292155

DO - 10.1145/3292147.3292155

M3 - Article in proceedings

SP - 473

EP - 483

BT - OzCHI '18 Proceedings of the 30th Australian Conference on Computer-Human Interaction

A2 - Morrison, Ann

A2 - Buchanan, George

A2 - Waycott, Jenny

A2 - Billinghurst, Mark

A2 - Stevenson, Duncan

A2 - Choi, J.H.-J.

A2 - Billinghurst, Mark

A2 - Kelly, Ryan

A2 - McKay, Dana

A2 - Lugmayr, Artur

PB - Association for Computing Machinery

Y2 - 5 December 2018 through 7 December 2018

ER -