Hackathons provide rapid, hands-on opportunities to explore innovative solutions to problems, but provide little support to teams in moving those solutions into practice. We explore the use of post-hackathon Learning Circles to connect hackathon teams with key stakeholders, to reflect on prototypes and consider business models. We conducted a qualitative field study with 4 post-hackathon teams on the theme of technology, social isolation, and aging. Our results show that Learning Circles are an effective way to involve stakeholders early in the development process, and to develop a deeper understanding of users, markets, and technology.
Increasing negative media about climate change and ecological loss has evoked feelings of hopelessness and loss for the future in youth. We created Illuminate in response, a mobile game which leverages resource management and storytelling to instill grounded hope and inspire climate action for youth in Canadian classrooms through climate simulations. Illuminate tackles the under-explored topic of eco-grief from media in HCI and asks players to informatively invest in environmental strategies which reflect real life economic costs and environmental impacts in key Canadian contexts. This paper describes Illuminate's conception to release and presents a game designed to motivate learning through meaningful simulations for grounded hope and action. CCS CONCEPTS • Human-centered computing → Interaction design.
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