Abstract:Despite widespread interest in civic technologies, empowering neighbourhoods to take advantage of these technologies in their local area remains challenging. This paper presents findings from the Ardler Inventors project, which aimed to understand how neighbourhoods can be supported in performing roles normally carried out by researchers and designers. We describe the end-to-end process of bringing people together around technology, designing and prototyping ideas, and ultimately testing several devices in the… Show more
“…The duration of hackathons also varies greatly. Hackathons typically run continuously over 24–36 hours, but may also run for shorter periods of time over a span of weeks, months or even years (Truyen 2016; Taes & Colangelo 2017; Hölttä-Otto et al 2018; Rennick et al 2018; Taylor et al 2018; De Oliveira et al 2019; Richterich 2019).…”
Hackathons are short-term events at which participants work in small groups to ideate, develop and present a solution to a problem. Despite their popularity, and significant relevance to design research, they have only recently come into research focus. This study presents a review of the existing literature on the characteristics of designing at hackathons. Hackathon participants are found to follow typical divergence–convergence patterns in their design process throughout the hackathon. Unique features include the initial effort to form teams and the significant emphasis on preparing and delivering a solution demo at the final pitch. Therefore, hackathons present themselves as a unique setting in which design is conducted and learned, and by extension, can be studied. Overall, the review provides a foundation to inform future research on design at hackathons. Methodological limitations of current studies on hackathons are discussed and the feasibility of more systematic studies of design in these types of settings is assessed. Further, we explore how the unique nature of the hackathon format and the diverse profiles of hackathon participants with regards to subject matter knowledge, design expertise and prior hackathon experience may affect design cognition and behaviour at each stage of the design process in distinctive ways.
“…The duration of hackathons also varies greatly. Hackathons typically run continuously over 24–36 hours, but may also run for shorter periods of time over a span of weeks, months or even years (Truyen 2016; Taes & Colangelo 2017; Hölttä-Otto et al 2018; Rennick et al 2018; Taylor et al 2018; De Oliveira et al 2019; Richterich 2019).…”
Hackathons are short-term events at which participants work in small groups to ideate, develop and present a solution to a problem. Despite their popularity, and significant relevance to design research, they have only recently come into research focus. This study presents a review of the existing literature on the characteristics of designing at hackathons. Hackathon participants are found to follow typical divergence–convergence patterns in their design process throughout the hackathon. Unique features include the initial effort to form teams and the significant emphasis on preparing and delivering a solution demo at the final pitch. Therefore, hackathons present themselves as a unique setting in which design is conducted and learned, and by extension, can be studied. Overall, the review provides a foundation to inform future research on design at hackathons. Methodological limitations of current studies on hackathons are discussed and the feasibility of more systematic studies of design in these types of settings is assessed. Further, we explore how the unique nature of the hackathon format and the diverse profiles of hackathon participants with regards to subject matter knowledge, design expertise and prior hackathon experience may affect design cognition and behaviour at each stage of the design process in distinctive ways.
“…Citizens who take part in the neighbourhood become active and engaged [39], build trust towards governmental actors [40,41], and feel more at home in their neighbourhood [42]. As policymakers have started to recognise the benefits of citizens' contribution to the liveability and safety of the city [43], increasingly, policies are adopted to empower citizens to take responsibility for their neighbourhood [44].…”
Section: Citizen Participation and Empowermentmentioning
confidence: 99%
“…The question is to what extent governments are the appropriate stakeholder to determine which technology is necessary in the smart city, since citizens might lack accessibility to it, as well as a lacking opportunity for citizens to have an influence on its design and outcome [44,63,64]. Other papers (e.g.…”
Citizens' engagement in their neighbourhood community is pivotal for cities to effectively deal with future transitions. Knowing what is going on and having access to the neighbourhood network are important conditions for this. Although prior research has studied ways to foster information sharing between citizens, the underlying assumptions and design choices are often not made explicit. This research identifies design guidelines for playgrounds: physical and virtual spaces where citizens can exchange information about their neighbourhood. A focus group, a workshop and a case study of an existing playground design were performed in The Hague, NL, the context of this research. A set of eight guidelines was identified, covering how to select playground locations, which information to include, and how to design the interaction between citizens. These guidelines inform designers how to create urban playgrounds for citizens to meet, interact, and collaborate to create engaged communities.
“…One way to improve the liveability of local neighbourhoods is for urban designers and city planners to encourage citizens to take responsibility for their neighbourhood and actively participate in local activities (Comes 2016;Meerow, Newell, and Stults 2016). Local governments have started to experiment with public participation policies to prompt such citizen engagement (Seyfang and Smith 2007;Taylor et al 2018). The ultimate aim for cities is to increase social resilience and improve social cohesion within their neighbourhoods Manturuk, Lindblad, and Quercia 2012;Hampton and Wellman 2003).…”
Location-based activities can challenge citizens to explore their neighbourhood in new playful ways. This paper presents a classification of such playful activities based on the literature and experience gained (1) in co-creation sessions and (2) gameplay for neighbourhood exploration with citizens in the Hague. The location-based game designed for this purpose encouraged neighbourhood exploration and social interaction that went beyond the everyday normal. Results showed that citizens are specifically interested in activities that allow them to discover new information about, and places in, their neighbourhood when these are related to their own life. The results of this paper provide new knowledge on game design to inform designers on which type of interactions and activities foster neighbourhood exploration and social interaction.
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