Hackathons are time-bounded collaborative events of intense teamwork to build prototypes usually in the form of software, aiming to specific challenges proposed by the organizers. These events became a widespread practice in the IT industry, universities and many other scenarios, as a result of a growing open-innovation trend in the last decade. Since the main deliverable of these events is a demonstrable version of an idea, such as early hardware or software prototypes, the short time frame requires participants to quickly understand the proposed challenge or even identify issues related to a given domain. To create solutions, teams follow an ad-hoc but effective design approach, that many times seems informal since the background of the participants is rather centered on technical aspects (e.g., web and mobile programming) and does not involve any training in Design Thinking. To understand this creative process, we conducted 37 interviews (32 hackathons winners and 5 hackathon organizers) with people from 16 countries. We aimed to identify the design processes and recurring design methods applied by winners in these events. Also, we conducted a focus group with 8 people experienced in hackathons (participants and organizers) to discuss our findings. Our analysis revealed that although hackathon winners with IT background have no formal training on Design Thinking, they are aware of many design methods, typically following a sequence of phases that involve divergent and convergent thinking to explore the problem space and propose alternatives in a solution space, which is the rationale behind Design Thinking. We derived a set of recommendations based on design strategies that seem to lead to successful hackathon participation. These recommendations can also be useful to organizers who intend to enhance the experience of newcomers in hackathons.
翻译:由于过去十年中开放创新趋势的日益增强,这些活动成为信息技术行业、大学和许多其他情景的广泛实践。由于这些活动的主要交付品是一个概念的明显版本,如早期硬件或软件原型,因此时间框架短,要求参与者迅速理解拟议的挑战,甚至确定与特定领域有关的问题。为了创造解决方案,团队采用临时但有效的设计方法,因为参与者的背景相当侧重于技术方面(例如,网络和移动编程),这在信息技术行业、大学和许多其他情景中已成为一种普遍的做法,并不包含任何设计思维阶段的培训。为了理解这一创造性进程,我们与来自16个国家的人进行了37次访谈(32次黑客获胜者和5次黑客组织者)。我们的目的是确定在这些活动中获胜者所采用的设计过程和经常性设计方法。此外,我们与8名在纸质设计过程中经历过的人(编程和编程规划者)开展了一个焦点小组,在设计过程中,他们了解了各种空间设计战略的精度(编程和编程组织者),在设计过程中,他们也了解了我们的标准设计方法,从而了解了我们的设计方法的精度。