Four factors informing design judgement at a hackathon

Jeanette Falk Olesen, N. B. Hansen, Kim Halskov
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引用次数: 8

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.
黑客马拉松设计判断的四个因素
近年来,黑客马拉松吸引了越来越多的兴趣,尽管许多研究都集中在黑客马拉松作为教育、创新或市政参与的潜在手段的作用上,但本文关注的是黑客马拉松的创造过程。我们提出了一个探索性的、自传式的黑客马拉松团队案例研究,在分析中,我们确定了四个因素,特别影响团队在黑客马拉松期间的设计判断:1)黑客马拉松的形式,2)可用的工具和材料,3)参与者的领域知识,4)参与者的技术知识。虽然这些因素在大多数设计过程中都很明显,但我们将讨论黑客马拉松环境中的这四个因素如何以特定的方式影响设计判断,以及这些因素如何影响黑客马拉松中开发技术的创造性参与。我们讨论了如何理解在黑客马拉松的特殊情况下做出的设计判断对未来研究的潜在影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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